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    Walkthrough by Cephiroth

    Version: 2.2 | Updated: 11/21/99 | Printable Version | Search This Guide

    ========================================================================
                           A N   U N O F F I C I A L
                      F I N A L   F A N T A S Y   V I I I
                             W A L K T H R O U G H
    ========================================================================
                                  Version: 2.2
                            System: Sony PlayStation
                     Author: Cephiroth (cephiroth@yahoo.com)
    
    Author's Notes:
    Hello, and welcome to version 2.2 of "An Unofficial Final Fantasy VIII
    Walkthrough", which covers both the U.S and Japanese releases of this
    epic RPG. Well, it's been quite a while since this guide began as a
    tiny FAQ for the trial edition of FF VIII in July of 1998, and I think
    it's time I called it quits. As such, this revision will be the last;
    I'll like to thank everyone who wrote in.
    
    I recommend that you view this document in a font with a fixed width
    such as courier, as the layout for this FAQ has been optimized in using
    the courier font.
    
    
    =================================
    R e v i s i o n     H i s t o r y
    =================================
    
    {Japanese Trial Version}
    - Version 0.1 -  (24th July, 1998)
    - Version 0.2 -  (31st July, 1998)
    
    {Japanese Version}
    - Version 0.3 -  (16th April, 1999)
    - Version 0.4 -  (13th June, 1999)
    - Version 1.0 -  (23rd June, 1999)
    - Version 1.1 -  (26th June, 1999)
    - Version 1.2 -  (3rd July, 1999)
    - Version 1.3 -  (10th July, 1999)
    - Version 1.4 -  (24th July, 1999)
    - Version 1.5 -  (30th July, 1999)
    - Version 1.6 -  (8th August, 1999)
    - Version 1.7 -  (15th August, 1999)
    - Version 1.8 -  (22nd August, 1999)
    
    {U.S. Version}
    - Version 1.9 -  (12th September, 1999)
    - Version 2.0 -  (9th October, 1999)
    - Version 2.1 -  (24th October, 1999)
    
    - Version 2.2 -  (21st November, 1999)
    Well, I did state that version 2.1 was going to be the final revision,
    but there were some e-mails wanting me to add more stuff to this guide;
    The 'Card Queen' side quest is now included; look for it in Disc Three
    of the Walkthrough section, under 'Miscellaneous Updates Part 3' (event
    5n). Each individual event in the Walkthrough section has also been
    classified, and the Appendix section has yet again been expanded to
    include a Shopping List.
    
    If there's nothing else to add, then version 2.2 will see this FAQ
    achieving full completion.
    
    The newest revision of this FAQ can be found at the following site:
    http://www.gamefaqs.com.
    
    
    Disclaimer:
    This FAQ is intended for private and personal use, and can only be re
    -produced electronically if you contact me via e-mail first. This FAQ
    cannot be used for profitable purposes. All copyrights and trademarks
    that are not specifically mentioned in this FAQ are acknowledged. No
    parts of this FAQ may be altered in any way; please give credit where
    it is due. Permission is not granted for anyone to update this guide.
    
    "Final Fantasy VIII" (c) 1999 Squaresoft
    "PlayStation" is a registered trademark of Sony Computer Entertainment
    Inc.
    "An Unofficial Final Fantasy VIII Walkthrough" (c) Cephiroth 1998-1999.
    
    
    =================================
    T a b l e   o f   C o n t e n t s
    =================================
    
    I.    Cast
    II.   Basic System
    III.  Menu Tutorial
    IV.   Battle Tutorial
    V.    Card Battle
    VI.   SeeD Ranking 
    VII.  Full Walkthrough
    
          -Disc One-
          1. SeeD
          2. Assassination
    
          -Disc Two-
          3. Edea the Sorceress
    
          -Disc Three-
          4. Esthar
          5. Lovers
    
          -Disc Four-
          6. Time Compression
    
    VIII. Appendix
    
          a. G.F Locations
          b. Magazine Locations
          c. Blue Magic Lists
          d. Weapon Remodeling Lists
          e. Rare Card Locations
          f. Shopping Lists
          g. EXP and AP Havens
    
    IX.   Credits
    
    Unless otherwise stated, names in the Japanese version are bracketed.
    Also, the contents for chapters 1 to 6 in the Walkthrough section are
    only displayed after a new chapter is introduced.
    
    
    ========================================================================
    I. C A S T
    ========================================================================
    
    [Introduction]
    A graduate from the world famous military school, Garden, Squall meets
    a mysterious young girl at a campus party. Her carefree nature gradually
    influences Squall, a cold-hearted young man who rejects the presence of
    others. In a sudden twist of fate, the nation of Galbadia declares war
    on the entire world... standing by the Galbadian President as he makes
    his speech is a sorceress, a symbol long forgotten from the memories of
    the people...
    
    
    [Characters]
    Final Fantasy VIII offers a wide cast of characters who play various 
    roles in this epic saga. Appearing in no particular order:
    
    Squall Leonhart
    Age: 17
    Sex: Male
    Height: 177 cm (5'8")
    Blood type: AB
    Birthdate: August 23rd
    Weapon: Gunblade
    
    The main character of ff 8, Squall is a short-spoken and emotionless 
    young man. A student of Balamb Garden, he's an introvert with little 
    concern for his comrades; few can actually claim to understand him. A 
    cold and mysterious guy.
    
    Limit Break: Renzokuken
    Squall launches into an array of slashes, and sometimes finishes off 
    his 'Renzokuken' with a spectacular blow, which varies accordingly to 
    the type of Gunblade he's carrying.
    
    During his Limit Break sequence, a Special gauge will appear; hit R1
    when the moving yellow beacon enters the 2nd to left bracket for double
    damage. His finishing blow appears at RANDOM, so don't worry too much
    about it. Squall acquires up to 4 finishing blows in the entire game.
    Literally translated, Renzokuken means Sequential Blade.
    
     -SPECIAL------------------------------------------------
     |       | Press  |                      # Moving #     |
     |       | 'R1'   |                <---  # yellow #     |
     |       | here   |                      # beacon #     |
     --------------------------------------------------------
    
    You can choose to set this feature on 'Auto' in Squall's status screen.
    
    <Finishing Blows>
    
     Rough Divide: Squall charges at a single enemy and performs an
                   upward slice.
     Available to: All Gunblades.
    
     Fated Circle: Squall releases an energy wave while in mid-air with
                   his Gunblade, which targets all enemies.
     Available to: Shear Trigger Gunblade upwards.
    
    Blasting Zone: Squall's Gunblade forms a gigantic beam pillar that
                   smashes all opponents.
     Available to: Flame Saber Gunblade upwards.
    
       Lion Heart: Squall slashes a single target 18 times, doing heavy
                   damage with each cut. The Lion Heart move was termed
                   'End of Heart' in the Japanese version.
     Available to: Lionheart Gunblade.
    
    As you upgrade his Gunblade, more finishing moves are opened up.
    Lion Heart's probably the strongest attack in the entire game. Refer
    to the Appendix section for a list detailing weapon remodeling.
    
    
    Rinoa Heartilly
    Age: 17
    Sex: Female
    Height: 163 cm (5'4")
    Blood type: Unknown
    Birthdate: March 3rd
    Weapon: Blaster Edge
    
    Final Fantasy 8's female lead, Rinoa, is both angelic and bubbly. She 
    loves to speak her mind, and has the habit of acting on impulse. Rinoa 
    and Squall met during one of SeeD's inauguration parties.
    
    Limit Breaks: Combine / Angel Wing (Varly)
    Rinoa summons Angelo, her pet dog. She's capable of dealing out 
    several unique attacks. Angelo learns new tricks when Rinoa reads 'Pet
    Pals'. The respective skill then appears in Rinoa's 'Specials' window. 
    
    Learning a new skill is done by highlighting it with the arrow; the 
    more steps Rinoa takes, the more the bar fills up. A trick is 
    considered to be learnt when the bar is fully filled, and a ring will
    sound to indicate this. For a complete listing of Pet Pals locations,
    refer to the Appendix section.
    
    <Angelo's Tricks>
    
    Angelo Rush: Random counter-attack, Angelo charges at a single foe.
                 (Learnt Trick)
    Angelo Recover: Randomly restores HP to a weakened party member.
                    (Learnt in Pet Pals Vol. 2)
    Angelo Reverse: Randomly restores a KO'ed party member.
                    (Learnt in Pet Pals Vol. 4)
    Angelo Search: Randomly finds items on the battlefield.
                   (Learnt in Pet Pals Vol. 5)
    Angelo Cannon: Resultant explosion hits all enemies.
                   (Learnt Trick)
    Angelo Strike: Sends a single target crashing onto the ground.
                   (Learnt in Pet Pals Vol. 1)
    Invincible Moon: Puts entire party in Invincible status.
                     (Learnt in Pet Pals Vol. 3)
    Wishing Star: Shooting stars devastate all foes several times.
                  (Learnt in Pet Pals Vol. 6)
    
    Angel Wing will only become available in Disc Three; in this mode Rinoa
    is controlled by the computer and can only cast random spells, all of
    which hit for maximum results.
    
    
    Seifer Almasy
    Age: 18
    Sex: Male
    Height: 188 cm (6'2")
    Blood type: O
    Birthdate: December 22nd
    Weapon: Gunblade
    
    Seifer is gifted with natural fighting abilities, but his eagerness for 
    victory and impatience makes him one of Balamb Garden's problematic 
    students. He is aware of Squall's capability, and views him fiercely as 
    a rival.
    
    Limit Break: Fire Cross (Shimatsusuken)
    Seifer casts a spell on the enemy, then gathers energy upon his Gun 
    -blade before unleashing multiple energy arcs which home in on their 
    targets, leaving spectacular green trails behind them.
    
    
    Zell Dincht
    Age: 17
    Sex: Male
    Height: 168 cm (5'5")
    Blood type: B
    Birthdate: March 17th
    Weapon: Gloves
    
    Young and brash Zell aspires to be just like his grandfather, a famous 
    military figure. His ambitions made him enter Balamb Garden at the age 
    of 13. Zell doesn't give in without a fight, however his actions make 
    him appear somewhat immature and rash.
    
    Limit Break: Duel
    Zell displays his hand-to-hand prowess with a dazzling combo of skills.
    All of them are performed SF-style under a timer. Zell gains new skills
    via collecting issues of 'Combat King'. He may also learn some of his
    special moves when he reaches higher levels.
    
    When the window appears, enter the commands quickly in the given time
    period and a new window should appear. Trigger any one of the moves
    within, and keep at it until you see his finishing move command flashing
    in the window. Perform that to end a successful 'Duel'. This feature
    can be set on 'Auto' in Zell's status screen.
    
    <Duel Moves>
    
    Rush Punch: O , X  (Learnt)
    Booya: Right , Left  (Learnt)
    Heel Drop: Up , Down  (Learnt)
    Mach Kick: Left , Left , O  (Learnt)
    Dolphin Blow: L1 , R1 , L1 , R1  (CK 001)
    Meteor Strike: Down , O , Up , O  (CK 002)
    %Burning Rave: Down , Down , Down , Down , O  (Learnt)
    %Meteor Barret: Up , X , Down , T , O  (CK 003)
    %Different Beat: T , S , X , O , Up  (CK 004)
    %My Final Heaven: Up , Right , Down , Left , T  (CK 005)
    
    '%' denotes finishing moves. Regardless of the amount of time left,
    once such a move is performed, Zell is forced to end 'Duel' pre
    -maturely. Try to fit in a few more normal moves before that if you
    can. For a complete listing of Combat King locations, refer to the
    Appendix section.
    
    <Finishing Moves Strings>
    
    %Burning Rave: Rush Punch, Mach Kick, Rush Punch, Heel Drop OR Meteor
                   Strike, Burning Rave
    %Burning Rave: Booya, Heel Drop, Meteor Strike, Booya, Burning Rave
    
    %Meteor Barret: Rush Punch, Dolphin Blow, Meteor Barret
    %Meteor Barret: Booya, Meteor Strike, Dolphin Blow, Rush Punch, Mach
                    Kick, Meteor Barret
    %Meteor Barret: Booya, Heel Drop, Mach Kick, Heel Drop, Booya, Rush
                    Punch, Mach Kick, Meteor Barret
    
    %Different Beat: Rush Punch, Booya, Meteor Strike, Booya, Different
                     Beat
    %Different Beat: Booya, Heel Drop, Mach Kick, Heel Drop, Booya,
                     Different Beat
    
    %My Final Heaven: Rush Punch, Booya, Heel Drop, Meteor Strike, My
                      Final Heaven
    %My Final Heaven: Booya, Heel Drop, Mach Kick, Rush Punch, My Final
                      Heaven
    
    
    Quistis Trepe
    Age: 18
    Sex: Female
    Height: 172 cm (5'6")
    Blood type: A
    Birthdate: October 4th
    Weapon: Chain Whip
    
    Orphaned at the age of 5, Quistis joined Garden at 10 and officially 
    became a member of SeeD when she reached 15. She's a good mentor 
    towards Squall. Quistis is one who's not used to setbacks, and demands 
    only the best from herself.
    
    Limit Break: Blue Magic (Enemy Skills)
    Quistis draws from her massive collection of enemy skills to unleash 
    upon her opponents. Unlike the rest, Quistis learns new skills via 
    special items dropped by (or stolen from) her defeated opponents.
    Use these items on Quistis in your inventory screen.
    
    <Blue Magic>
    
    Laser Eye: A laser beam hits a single target.
    Ultra Waves: Sonic waves affect all targets, causing damage and Berserk
                 conditions.
    Electrocute: A lightning bolt fries all targets.
    LV?Death: Randomly kills foes bearing a certain level.
    Degenerator: Wipes out a single target.
    Aqua Breath: Gigantic water bubbles drown all targets.
    Micro Missile: Cuts a single enemy's HP to half.
    Acid: Causes all types of status maladies to a single opponent.
    Gatling Gun: Fires multiple rounds at a single target.
    Fire Breath: Engulfs all foes in a fire flood.
    Bad Breath: Causes all types of status maladies to all opponents.
    White Wind: Restores HP to all members. Magnitude is determined by
                caster's present HP.
    Homing Laser: A powerful laser beam hits a single target.
    Mighty Guard: Endows all members with Protect, Shell, Haste, Regen
                  and Float.
    Ray-Bomb: Resultant explosion smashes all enemies.
    Shockwave Pulsar: The strongest Blue Magic, causes devastating damage
                      to all foes.
    
    For a complete listing of all Blue Magic locations, refer to the
    Appendix section.
    
    
    Irvine Kinneas
    Age: 17
    Sex: Male
    Height: 185 cm (6'0")
    Blood type: A
    Birthdate: November 24th
    Weapon: Shot Gun
    
    Irvine is full of confidence of himself and his shooting skills are 
    matched by none. He hails from Galbadia Garden, and calls himself 
    'Garden's Elite Sharpshooter'. Easy-going and humourous, Irvine's 
    also a big flirt.
    
    Limit Break: Shot
    Irvine selects from his collection of special ammo and unleashes it 
    upon his opponents. Hit R1 repeatedly to fire his gun. Bullets are
    purchased from stores, obtained from enemies or received via 'Ammo
    Refinement' and 'Card Mod.' menu abilities. Each type of ammunition
    has its own unique element.
    
    <Ammunition>
    
    Normal Ammo: Standard damage to single target.
                 (1 Screw = 8 Normal Ammo)
    Shotgun Ammo: Standard damage to all targets.
    Fast Ammo: Low damage to all targets. Extremely quick firing rate.
               (1 Normal Ammo or Shotgun Ammo = 1 or 2 Fast Ammo 
                respectively)
    Fire Ammo: Moderate to high fire-typed damage to all targets.
               (1 Fuel, 1 Bomb Fragment or 1 Red Fang = 10, 20 or 40
                Fire Ammo respectively)
    Dark Ammo: Standard status-changing damage to single target.
               (1 Poison Powder or 1 Venom Fang = 10 or 20 Dark Ammo
                respectively)
    Demolition Ammo: Heavy damage to single target. Slow firing rate.
                     (1 Missile, 1 Running Fire or 1 Cactus Thorn = 20,
                      40 or 40 Demolition Ammo respectively)
    AP Ammo: Heavy damage to single target. Average firing rate.
             (1 Sharp Spike or 1 Chef's Knife = 10 or 20 AP Ammo
              respectively)
    Pulse Ammo: Maximum damage to single target. Average firing rate.
                (1 Laser Cannon, 1 Energy Crystal or 1 Power Generator
                 = 5, 10 or 20 Pulse Ammo respectively)
    
    When the blue bar in the bottom right corner depletes, 'Shot' ends.
    You can also end it prematurely by pressing the cancel button. This
    helps when the enemy's already dead, which is indicated when your
    shots start doing zero damage.
    
    
    Selphie Tilmitt
    Age: 17
    Sex: Female
    Height: 157 cm (5'2")
    Blood type: B
    Birthdate: July 16th
    Weapon: Nunchaku
    
    A student of Trabia Garden, Selphie is known to be responsible yet 
    naive in her thinking. She's playful and child-like, but overall 
    Selphie's comfortable to be with.
    
    Limit Break: Slot
    Selphie casts a random spell from her slot machine. When this window 
    appears, the 1st option, 'Do Over' lets you scroll through the spells
    randomly; the 2nd, 'Cast' makes Selphie cast it, often with doubled
    or tripled results. Remember that time runs while you're selecting
    spells, so be quick.
    
    <Exclusive Spells>
    
    Full-Cure: Completely restores all members' HPs.
    Wall: Endows party members with Protect and Shell.
    Rapture: Takes the target away from battle. Useless against bosses
             and flying monsters.
    The End: Eliminates practically any enemy (including bosses!). Useless
             against undeads and the final boss. 'The End' appears very
             rarely.
    
    Your chances of using a rare spell increases when Selphie's HP is low,
    and when she has a high Luck rating.
    
    
    Fujin 
    Age: 17
    Sex: Female
    Height: Unknown
    Blood type: Unknown
    Birthdate: Unknown
    Weapon: Pin Wheel
    
    Tomboyish, emotionless and quiet, Fujin exhibits a tough demeanour 
    equaling that of any man. She also has a habit of speaking entirely 
    in short, curt sentences.
    
    
    Raijin
    Age: 18
    Sex: Male
    Height: Unknown
    Blood type: Unknown
    Birthdate: Unknown
    Weapon: Staff
    
    Loud-spoken, rash and unrefined, Raijin is the exact opposite of his
    sister. Both of them work under Seifer in Balamb Garden in the
    Disciplinary Committee.
    
    
    Laguna Loire
    Age: 27
    Sex: Male
    Height: 181 cm (5'9")
    Blood type: B
    Birthdate: March 1st
    Weapon: Machine Gun
    
    A man with a strong sense of justice, Laguna believes in protecting 
    the weak. Formerly a soldier, he's now a journalist with Timber Maniacs, 
    having decided to trade in his sword for a pen. Optimistic and cheerful, 
    Laguna is very much a people's person.
    
    Limit Break: Desperado
    Laguna hurls a grenade at the enemy, leaps and latches onto a rope 
    while opening continuous fire with his Machine Gun, and ends his Limit 
    Break with the detonation of the grenade, throwing the enemy sky-high.
    Causes damage to all targets.
    
    
    Ward Zabac
    Sex: Male
    Age: 25
    Height: 217 cm (7'0")
    Blood type: A
    Birthdate: February 25th
    Weapon: Harpoon
    
    Tough-talking and ominous, Ward sports a scar (which seems to be all 
    the rage nowadays in ff 8) and a big, mean harpoon. Not someone you'll 
    want to agitate. He's pretty at ease with his pals, Laguna and Kiros 
    though.
    
    Limit Break: Massive Anchor
    Ward hurls his harpoon into the air, leaps up to retrieve it, then 
    pierces the enemies with a downward thrust, causing a massive explosion.
    Affects all enemies.
    
    
    Kiros Seagill
    Age: 23
    Sex: Male
    Height: 191 cm (6'3")
    Blood type: O
    Birthdate: July 6th
    Weapon: Katals
    
    Looking much more refined than his fellow counterpart Ward, Kiros 
    formerly served in the Galbadian army, with katals as his weapon. Both
    Ward and him have a very good working relationship with Laguna.
    
    Limit Break: Blood Pain
    Kiros goes into a slashing frenzy with his katals, approximately
    cutting the enemy 7 to 8 times. Critical hits appear at random. Single
    target.
    
    
    Edea
    Age: Unknown
    Sex: Female
    Height: Unknown
    Blood type: Unknown
    Birthdate: Unknown
    Weapon: Sorcery
    
    Not much is known about her, but supposedly she's a sorceress bent on 
    creating trouble. Edea is said to be the mastermind behind Galbadia's 
    world domination plans, and has shocked the world with her return... 
    sorceresses were thought to be extinct previously.
    
    
    Cid Kramer
    Age: Unknown
    Sex: Male
    Height: Unknown
    Blood type: Unknown
    Birthdate: Unknown
    
    This lovable character once again makes an appearance, this time as 
    the headmaster of Balamb Garden! He's well-liked by students for his
    kindly nature and friendly student policies. Cid tends to be a little 
    long-winded this time round, and contrary to previous Cids, he has 
    trouble dealing with mechanics initially.
    
    
    ========================================================================
    II. B A S I C   S Y S T E M
    ========================================================================
    
    [Controller Operations]
    Under the default settings in the U.S. version, the controls are as
    follows:
    
    <In the field>
    All of the pre-rendered areas in ff 8 are considered field screens.
    
    D-pad/Left Analog-Stick: Moves the party around and highlights choices
    Start: Brings up the bar that toggles the rumble feature on/off and
           pauses the game
    X: Opens up conversations, picks up items, activate switches, examine
       ladders (press Up or Down on the d-pad to climb), confirms choices
    Triangle: Cancel. Press together with the d-pad to WALK / Displays
              Rules screen in Card Battle
    Square: Opens up conversations or initiates a Card Battle game - more 
            on that later
    Circle: Displays the menu screen
    R1+R2+L1+L2+Select+Start: Resets the game. You must first pause the
                              game using 'Start'. 
    
    <On the Overworld>
    The Overworld is the huge 3D polygonal map you use to travel between
    towns and dungeons.
    
    D-pad/Left Analog-Stick: Moves the party or vehicle around and 
                             highlights choices
    Right Analog-Stick: Moves vehicle forward or backward
    Start: Brings up the bar that toggles the rumble feature on/off and
           pauses the game
    Select: Toggles the World Sphere/Map on/off
    X: Search locations, mount/dismount vehicle
    Triangle: Reverses vehicle
    Square: Accelerates vehicle
    Circle: Displays the menu screen
    R1: Rotates the camera clockwise
    L1: Rotates the camera anti-clockwise
    R2: Switches between view points
    R1+R2+L1+L2+Select+Start: Resets the game. You must first pause the
                              game using 'Start'.
    
    <In Battle>
    
    D-pad/Left Analog-Stick: Highlights commands
    Start: Pauses the game and brings up the help window, along with the 
           rumble feature window
    Select: Hides all windows when held down
    X: Confirms selected command
    Triangle: Cancels and closes windows
    Square: When a G.F. has learnt 'Boost' G.F. ability, hold down Select 
            during the summoning sequence; tap repeatedly when the finger 
            icon appears, and stop when a red cross appears over the 
            finger. You can increase your G.F.'s power if you do it right /
            Press to scroll in the Status window if a character is 
            affected by multiple conditions
    Circle: Hit to switch to another character who has a full time bar
    R1: Trigger. When timed in conjunction with Squall's Gunblade, this 
        will allow for double damage / Press repeatedly during Irvine's
        limit break sequence to fire his gun 
    L1: Toggles the target window on/off
    R2+L2: Press together to escape. Does not work on bosses
    R1+R2+L1+L2+Select+Start: Resets the game.
    
    <In the Menu Screen>
    
    D-pad/Left Analog-Stick: Moves the cursor / Moves scroll bar left or 
                             right in the Junction, Item, Magic, G.F,
                             Abilities and Card screens
    X: Confirms the selected command / Brings up the Element, Status, G.F.
       and Specials chart in the Status screens
    Triangle: Cancels the selected command and closes the menu screen
    Square: Displays character's Specials chart in their respective status 
            screens / Removes junctioned magic spell
    R1/L1: Switches between characters or G.Fs in their respective status
           screens
    
    Which gets kind of confusing, especially if you're used to the controls
    in the previous Final Fantasies. Try customizing the controls under the
    Config. command in the menu screen to the Japanese version:
    
    <In the field>
    
    D-pad/Left Analog-Stick: Moves the party around and highlights choices
    Start: Brings up the bar that toggles the rumble feature on/off and
           pauses the game
    Circle: Opens up conversations, picks up items, activate switches,
            examine ladders (press Up or Down on the d-pad to climb),
            confirms choices
    X: Cancel. Press together with the d-pad to WALK
    Square: Opens up conversations or initiates a Card Battle game - more 
            on that later
    Triangle: Displays the menu screen / Displays Rules screen in Card
              Battle
    R1+R2+L1+L2+Select+Start: Resets the game. You must first pause the
                              game using 'Start'.
    
    <On the Overworld>
    
    D-pad/Left Analog-Stick: Moves the party or vehicle around and 
                             highlights choices
    Right Analog-Stick: Moves vehicle forward or backward
    Start: Brings up the bar that toggles the rumble feature on/off and
           pauses the game
    Select: Toggles the World Sphere/Map on/off
    Circle: Search locations, mount/dismount vehicle
    X: Reverses vehicle
    Square: Accelerates vehicle
    Triangle: Displays the menu screen
    R1: Rotates the camera clockwise
    L1: Rotates the camera anti-clockwise
    R2: Switches between view points
    R1+R2+L1+L2+Select+Start: Resets the game. You must first pause the
                              game using 'Start'.
    
    <In Battle>
    
    D-pad/Left Analog-Stick: Highlights commands
    Start: Pauses the game and brings up the help window, along with the 
           rumble feature window
    Select: Hides all windows when held down
    Circle: Confirms selected command
    X: Cancels and closes windows
    Square: When a G.F. has learnt 'Boost' G.F. ability, hold down Select 
            during the summoning sequence; tap repeatedly when the finger 
            icon appears, and stop when a red cross appears over the 
            finger. You can increase your G.F.'s power if you do it right /
            Press to scroll in the Status window if a character is 
            affected by multiple conditions
    Triangle: Hit to switch to another character who has a full time bar
    R1: Trigger. When timed in conjunction with Squall's Gunblade, this 
        will allow for double damage / Press repeatedly during Irvine's 
        limit break sequence to fire his gun 
    L1: Toggles the target window on/off
    R2+L2: Press together to escape. Does not work on bosses
    R1+R2+L1+L2+Select+Start: Resets the game.
    
    <In the Menu Screen>
    
    D-pad/Left Analog-Stick: Moves the cursor / Moves scroll bar left or 
                             right in the Junction, Item, Magic, G.F,
                             Abilities and Card screens
    Circle: Confirms the selected command / Brings up the Element, Status
            G.F. and Specials chart in the Status screens
    X: Cancels the selected command and closes the menu screen
    Square: Displays character's Specials chart in their respective status 
            screens / Removes junctioned magic spell
    R1/L1: Switches between characters or G.Fs in their respective status
           screens
    
    
    [Getting Started]
    The 2 choices that appear when you start up the game are 'New Game' and 
    'Continue' respectively. If you're continuing a game from saved data,
    take the 2nd option. Otherwise, move the cursor to 'New Game' and hit
    'X' (U.S) or 'Circle' (Japanese) to proceed.
    
    [Changing Discs]
    The game will prompt you when you need to insert a new disc. Do this
    by opening the CD cover (there's no need to switch off the power) of
    the PlayStation, replacing the disc inside with the required one, and
    closing the cover.
    
    
    [Gameplay Basics]
    Below are some of the basic systems and events in the world of ff 8.
    
    <Saving>
    Save often; this enables you to resume play at an earlier point should
    you fail in battle or in certain game events. The Save command (found in
    the Menu screen) is used to record a position on the Overworld or on a
    Save Point. The latter are found as blue and orange bands of light 
    orbiting around a black orb. You need a Memory Card peripheral, which
    is sold separately, to save your game.
    
    <Viewing the World Map>
    A reduced world map/sphere (press 'Select' to switch between them) is
    shown in the bottom-right corner of the Overworld. In this map, the
    direction Squall is facing will be represented by a cone-shaped
    yellow beam. The red dot shows Squall's current location. 
    
    <Exploring Towns>
    There're various establishments in the world of ff 8. The following are
    some of them:
    
    HOTELS
    Spend a night here to recover the HPs of your party members and G.Fs.
    Characters affected by abnormal status are also cured. Hotels usually
    house Save Points.
    
    CAR RENTAL SHOPS
    Cars can be rented for 3,500 gil here. They allow you to travel on the 
    Overworld quickly while keeping enemy encounters non-existent. Note
    that you'll need fuel to actually drive one properly.
    
    TRAIN STATIONS
    Trains provide a convenient way of shuttling between major cities. A
    ticket costs 3,000 gil.
    
    SHOPS
    You can pick various restorative items, fuel, ammunition and the
    occasional book from them. They'll also offer to buy any excess items
    you have in your inventory list. 
    
    JUNK STORES
    They specialise in remodeling your weapons.
    
    PET STORES
    You'll find a wide assortment of items for your G.Fs and issues of Pet 
    Pals here.
    
    <Remodeling your Weapons>
    In ff 8, Square has done away with armours completely, leaving only 
    weapons which can be remodeled. This is done via collecting raw 
    materials such as Screws and Steel Pipes by defeating (or stealing 
    from) enemies, then visiting Junk Stores -- they specialise in 
    upgrading your weapons. Throughout the course of the game you will 
    come across Weapons Monthly magazines; these detail the specific raw
    materials needed to remodel a particular weapon.
    
    <Spells>
    The MP (Magic Points) system which has graced the Final Fantasy series
    for so long has all but disappeared in ff 8. Rather, spells behave
    more like items now, with limited usage of each spell, i.e. Laguna may
    have only 20 'Fire' spells in his magic list, which means he can
    only cast 'Fire' 20 times before it runs out. To replenish this
    stock of spells, you must draw them either from enemies in combat via
    the 'Draw' command, or depend on...
    
    <Draw Points>
    Treasure chests are non-existent in ff 8; they've been replaced by Draw
    Points, special locations from where you can gain magic spells for free 
    from. Draw Points recover after a certain period of time has elapsed.
    They're found as purple bands bonded together to form a sphere.
    Some Draw Points never recover themselves; you can identify them when
    they turn blue after they've been drawn from.
    
    <Guardian Forces>
    Guardian Forces are summoned creatures that join in on your quest.
    Unlike the previous Final Fantasies, they play a much greater role in
    ff 8; they form the foundations of any character, and determine the
    person's capability in battle. Of course, G.Fs are still a force to be
    reckoned with in combat, and many familiar summon monsters have made
    a return in ff 8.
    
    ***<The new Junction System>***
    A new system involving spells and G.Fs has been created in ff 8: the
    Junction System. This will be your main source of powering up your
    party members in ff 8; refer to the Menu Tutorial section below for
    more details. This new system is *extremely* important, so make sure
    you take time to learn it!
    
    
    ========================================================================
    III. M E N U   T U T O R I A L
    ========================================================================
    
    [The Menu Screen]
    Pushing the 'Circle' (U.S) or 'Triangle' (Japanese) button out of battle
    brings up the menu screen. Twelve commands can be issued from here. In
    addition, the menu screen also provides gameplay information such as
    your current location (check the bottom-left window) and your playing
    time, SeeD rank, plus total amount of Gil (the form of currency in ff 8)
    in the bottom-right window.
    
    The window in the upper-right consists of 11 commands. Reading from
    top to bottom, they're: Junction, Item, Magic, Status, G.F., Abilities,
    Switch, Cards, Configuration, Tutorial and finally Save.
    
    
    [Junction]
    The Junction system combines both the Materia and Job system together, 
    enabling you to build the kind of character you want. It does this by
    allowing spells themselves to double as character-building elements.
    I'll give a brief diagram of how the Junction Screen looks like:
    
    -----------------------------------------------------------------------
    |Notice    JUNCTION      OFF      AUTO     ABILITIES       | JUNCTION |
    -----------------------------------------------------------------------
    |Help Window                                                          |
    -----------------------------------------------------------------------
    (Portrait)   (Magic/Equipped G.Fs List)   (Equipped Commands/G.Fs List)
    (Current EXP)
    (Required EXP for Next Level)	
    -----------------------------------------------------------------------
    |HP        Attached Spell  (CHANGE)  S Attack S Def.  E Attack E Def. |
    |Strength     --                     Speed         --                 |
    |Vitality     --                     Evasion%      --                 |
    |Magic        --                     Hit%          --                 |
    |Spirit       --                     Luck          --                 |
    -----------------------------------------------------------------------
    *S Attack and S Def.: Status Attack and Status Defense
     E Attack and E Def.: Elemental Attack and Elemental Defense
     (they'll be highlighted if junctioning spells to them is possible)
    
    In a nutshell, here's how the whole thing works:
    
    1. Gain G.Fs through drawing from bosses, receiving as gifts or 
       defeating the G.Fs themselves. Open up the menu screen.
    
    2. Junction a GF (a character can have multiple GFs junctioned) to a
       party member by selecting 'Junction', and then 'GF.'. Press
       'X' (U.S) or 'Circle' (Japanese) to equip a GF. GFs already
       junctioned will be indicated by a symbol next to their names. Hit
       'Triangle' (U.S) or 'X' (Japanese) when you're done equipping.
       If you already have a stock of spells in that particular character's
       spells list, jump straight to point 4. Otherwise, ignore the 
       'Auto' window which pops up, equip the 'Draw' command ability
       under the 'Abilities' window, then proceed onto point 3.
    
    3. Draw spells for junctioning from enemies or Draw Points. Different
       spells have varying effects on the same parameter. You can have
       a maximum of 100 for each type of spell. Once you've amassed enough
       spells, select the 'Auto' command in the Junction sub-screen.
    
    4. Choose to optimize your character, based either on 'Attack', 
       'Magic' or 'Defense':
       Attack: Places emphasis on 'Strength' parameter
       Magic: Places emphasis on 'Magic' parameter
       Defense: Places emphasis on 'HP' parameter (not Vitality rating!)
    
    5. Select the abilities you want available to your character.
    
    6. If you're not happy with the junctioned magic spells, choose 
       'Junction' again, and then 'Magic'. Change the spells if you want, 
       or remove them with 'Square'.
       Alternatively, the 'Off' command works well if you wish to
       de-equip all junctioned spells (select 'Magic') or all G.Fs, spells
       and abilities (select 'All').
       If your character has the ability to junction spells to Elemental
       Attack/Defense or Status Attack/Defense, use the d-pad to scroll
       the junction screen left. The higher the amount of spells (max. 100)
       junctioned to a parameter, the better the effect.
    
    7. From the menu screen, select G.F. Tap 'X' (U.S) or 'Circle'
       (Japanese) at a G.F's status window, and select the ability you want
       it to learn. Abilities are divided into six different types:
       Junction, Command, Character, Party, G.F. and Menu.
    
    8. Each ability takes up varying amounts of AP to learn. APs are earned
       after battles. You should select the types of abilities to master
       according to your situation.
    
    <Abilities Details>
    +----------------------------------------------------------------------+
    |Junction: Allows a character to attach spells to his or her           |
    |          parameters, thus increasing their overall fighting          |
    |          capabilities.                                               |
    |e.g. 'HP J' lets one junction spells to his or her HP parameter.      |
    |                                                                      |
    +----------------------------------------------------------------------+
    |!Command: Gives a character commands which are usable in battle.      |
    |e.g. 'Magic' allows a party member to cast spells.                    |
    |                                                                      |
    +----------------------------------------------------------------------+
    |Character: Modifies or adds special conditions to a character while in|
    |           battle.                                                    |
    |e.g. 'Mug' replaces the 'Attack' command in battle, thus allowing     |
    |     one to plunder items from the enemy.                             |
    |e.g. 'Auto Protect' puts a character in 'Protect' status immediately  |
    |     at the start of each fight.                                      |
    |                                                                      |
    +----------------------------------------------------------------------+
    |Party: Adds certain helpful abilities to the entire party, be it in   |
    |       combat or outside of it.                                       |
    |e.g. 'Alert' prevents pre-emptive attacks from enemies.               |
    |e.g. 'Move-Find' reveals hidden Draw and Save Points.                 |
    |                                                                      |
    +----------------------------------------------------------------------+
    |G.F.: Raises a G.F's capability in battle.                            |
    |e.g. 'Summon Magic +40%' increases the strength of a G.F. by 40%.     |
    |                                                                      |
    +----------------------------------------------------------------------+
    |Menu: Provides the party with handy abilities via the menu screen.    |
    |e.g. 'Ice Magic Refinement' allows the creation of 'Blizzard' spells  |
    |     from certain special items.                                      |
    |e.g. 'Call Shop' lets you access any shop you've come across before at|
    |     anytime, anyplace.                                               |
    |                                                                      |
    +----------------------------------------------------------------------+
    
    Again, I can't begin to stress on the importance of the Junction System
    in ff 8. If you really want to survive some of the tougher bosses in
    this game, then it is vital you MASTER this system!
    
    
    [Item]
    This command is primarily used for curing your party, and tinkering
    with the abilities of your G.Fs. You have access to a total of 4 
    choices. Reading from left to right, they're:
    
    Use: Select this to use the items present in your inventory list. Items
         which are unusable will be displayed in grey. Press left or right
         on the d-pad to scroll through the list of items. There're a
         variety of items in ff 8; you can only carry 100 of each type.
    
    Rearrange: Lets you arrange your items in the order you prefer.
    
    Sort: The computer arranges your items for you automatically.
    
    Battle: Arranges the lineup of items when the 'Item' command is used
            in battle.
    
    Un-wanted items cannot be discarded; either use them in battle to get
    rid of them, or sell them (more practical) to shops.
    
    
    [Magic]
    The Magic command allows you to cure your party (provided you have the
    correct type of spells) as well as to arrange and swap spells among
    the party members. Reading from left to right, the 4 choices here are:
    
    Use: Lets you cast a particular heal-typed spell. In ff 8, you cannot
         target multiple members with a single spell, so you'll have to
         cure each character separately. There're a variety of spells in
         ff 8; you can only carry 100 of each type in a character's
         spells list.
    
    Exchange: Allows you to manually swap spells between party members.
              - 'Give All' transfers an entire spell type to the member
                in the lower row.
              - 'Take All' transfers an entire spell type to the member
                in the upper row.
              - 'Split' enables you to specify the amount of spells to
                be swapped.
    
    All: Swaps an entire set of spells list between party members.
    
    Rearrange: Lets you determine the placement of spells when the 'Magic'
               command is used in battle.
    
    There's really no easy way to discard un-wanted spells in the Japanese
    version. You can either cast them in battle (summon G.F Cerberus
    beforehand for an easier time), or use menu abilities such as G.F.
    Quezacotl's Mid. Magic Refinement to get rid of some of the weaker
    variations of magics.
    
    In the U.S version, spells can be discarded by placing the cursor over
    them and pressing 'Square'.
    
    
    [Status]
    Execute this command to learn about a character's current condition.
    Apart from his or her name, current level (a yellowish insignia beside
    this indicates that the particular member is in your main party), HP
    (Health or Hit Points) values, current Experience and the amount of
    Experience Points required to advance to the next level, equipped
    abilities and weapon, the Status sub-menu also displays the party 
    member's status values:
    
    (note: You can switch between characters using R1 or L1)
    
    Strength: Capability to do         Speed: Rate at which ATB fills
              damage.                         during battle. 
    Vitality: Resistance to physical   Luck: Deciding factor for speed of 
              attacks.                       escaping, items dropped,
                                             no. of spells drawn, etc.
    Magic: Determines the              Evasion%: Ability to avoid attacks
           magnitude of spells.                  completely.
    Spirit: Resistance to magical      Hit%: Hit rate for current weapon
            attacks.
    
    Pressing the 'X' (U.S) or 'Circle' (Japanese) button brings up the
    Elemental Attack, Elemental Defense, Status Attack and Status Defense
    ratings of that character.
    
    Hitting the button another time brings up the G.F. affiliation chart
    for that party member. Refer to the G.F. sub-section below for details
    as to what this chart means.
    
    Finally, tapping the same button again displays the Limit Breaks
    list of that character. Alternatively, this list can also be displayed
    by simply pressing 'Square'.
    
    For Squall and Zell, you can set their Limit Breaks on auto (the
    computer takes care of the button pressing), but I advise you ignore
    this feature, seeing how the computer misses the timings so often.
    Besides, it's more fun to do it by yourself ^_^
    
    
    [G.F.]
    The G.F. screen shows the stats of your acquired summon monsters. Hit
    R1 or L1 to scroll between G.Fs. Pressing 'X' (U.S) or 'Circle'
    (Japanese) at a G.F's status screen brings up its abilities list.
    Each G.F can only learn up to 22 abilities in its natural course,
    unless you decide to tinker with them using certain G.F ability items.
    
    G.Fs learn abilities by gaining AP (Ability Points) or using items.
    They can also raise their HP and power via levelling up or certain
    abilities. However, unlike AP, G.Fs in battle SHARE the EXP the
    character which they've been junctioned to receives, i.e. if Squall
    has both Quezacotl and Shiva junctioned, and receives 300 EXP
    plus 8 AP at the end of a fight, each of the 2 G.Fs gain 150 EXP
    and 8 AP.
    
    You might want to de-equip the stronger G.Fs for a while if you want
    to build up weaker ones. And mind you, new G.Fs often start off
    pathetically weak. Every G.F. takes 500 EXP to gain a level, with the
    exception of the 16th and final G.F, Eden (1,000 EXP).
    
    G.Fs also have different mindsets towards each character (the red bar 
    along with the numbers in the G.F. screen indicate how much they like 
    each member). The higher the value, the lesser the time it takes to 
    summon them. This value is increased by summoning them, or casting 
    spells of the same element as the G.F, i.e. Fire spells raise Ifrit's 
    opinion of the character. Likewise, if you use Blizzard spells, you'll
    lower Ifrit's rating towards the member but raise Shiva's affection.
    
    Another ability I'll like to highlight here is the 'Boost' G.F. 
    ability, or 'Ouen'. As mentioned in the Basic System section, this 
    comes into play during the summoning sequences (hold Select, then tap 
    Square at the correct times) for certain G.Fs. Normally, G.Fs use only 
    100% of their strength during a summon.
    
    However, the 'Boost' ability actually drops this back to 75%, but you
    can raise it to 250% if you're a quick tapper, or have a turbo
    controller on hand. It's just an element of risk undertaken in using
    'Boost'. Credit goes to Adam for this bit of info. If you're reading
    this, thanks.
    
    Try to learn this ability first whenever you acquire a new G.F. (it
    takes only 10 AP anyway).
    
    
    [Abilities]
    Allows usage of learnt menu abilities such as 'Fire Magic Refinement'
    or 'Junk Store'. Tap left or right on the d-pad to scroll.
    
    
    [Switch]
    Once your party exceeds three members, you must select 2 characters
    to accompany Squall. This command is only available on the Overworld
    and on Save Points in the field screens for the Japanese version.
    
    In the U.S version, an additional command, 'Junction Exchange', enables
    you to easily transfer a set of equipped G.Fs, abilities and spell
    lists between characters. Convenient for those scenes in which you
    have to guide two different parties.
    
    Inactive party members gain zero EXP from battles fought by the main
    party.
    
    
    [Card]
    Displays the cards that you've acquired so far. Hit left or right on
    the d-pad to scroll through the 10 levels of cards. Refer to the Card
    Battle section below for more information concerning this mini-game.
    
    
    [Configuration]
    A set of customization controls are available here.
    
    (note: The last two options are for those playing with a Sony Dual
           Shock Analog Controller)
    
    Sound: Change between Stereo or Mono.
    Controller: Change the controller settings to Normal (Default) or
                Customize. Push the 'X' or 'Circle' button at the Customize
                option to bring up the controller configuration screen.
    Cursor: The Memorize option here lets you store the last position of
            the finger cursor even after the window is closed.
    ATB: Set the flow of time in battles.
         <Active> -- For skilled players. Time flows even when commands,
                     spells and items are being selected.
         <Wait> -- For beginners. Time stops when spells and items are
                   being selected.
    Scan: The detailed analysis of an enemy will only appear the 1st time
          you cast 'Scan' (Japanese version: Libra) on an enemy under the
          default Initial settings.
    Camera Movement: The higher the percentage, the more frequently the
                     camera angle changes in battle.
    Battle Speed: Adjust the speed of time flow during battles.
    Battle Message: Adjust the message speed in battles.
    Field Message: Adjust the message speed in the field screens.
    Analog Input: Change the sensitivity of the analog sticks.
    Vibration Function: Turn rumble feature ON/OFF.
    
    
    [Tutorial]
    Lets you learn more about ff 8's systems and world. The SeeD Tests
    are also accessed via this command. If my guide hasn't been too precise
    in explaining the various systems Final Fantasy VIII has to offer, this
    is where you should refer to. In fact, I highly encourage you look
    through the Tutorial at least once.
    
    
    [Save]
    Final Fantasy VIII takes up one block of space on a Memory Card. The
    Save command can only be used to record a position on the Overworld
    and on Save Points in field screens.
    
    
    [Order]
    Push left on the d-pad in the main menu screen, and a cursor will
    appear, allowing you to re-shuffle your main party's lineup in battle.
    There's no real reason for you to do this though. Btw, there're no
    more 'front' or 'back' rows in ff 8.
    
    And that's all for the Menu Tutorial.
    
    
    ========================================================================
    IV. B A T T L E   T U T O R I A L
    ========================================================================
    
    [Battle Basics]
    At anytime on the Overworld (with the exception of paved roads and
    railway tracks) or in a dungeon field screen, you run the risk of 
    encountering enemies.
    
    It's essential you master the Battle System in ff 8; I'll start by 
    giving a diagram of the battle layout, and explaining some of the more 
    basic features. Here's what you usually see at the bottom of a battle 
    screen:
    
       -COMMAND-------------------------
       |Attack/Mug --> Limit Break     |       NAMES       HP      ACTIVE
       |Magic (or any other command)   |        OF       VALUES     TIME
       |Draw  (or any other command)   |       PARTY                BARS
       |Item  (or any other command)   |      MEMBERS
       ---------------------------------
    
    The Active Time Battle System in ff 8 is based on the recognition that
    time does not stop for a party member to enter his or her commands;
    the enemy is likely to attack without conveniently waiting for you to
    make your decision. The Active Time Bars you see in the lower-right
    of the battle screen indicate the period of time left before a member 
    has a chance to act. A yellow pyramid mark over a character's head
    signals that it is his or her turn to act.
    
    During battles, numbers will pop out of your characters and enemies. 
    White numbers indicate damage, while green numbers indicate recovered 
    HP (Health or Hit Points).
    
    The HP values represent a particular character's health; once this
    number reaches zero, that party member is considered to be 'disabled'
    (or KO'ed) and can no longer take part in battle. This condition can
    be remedied by a variety of spells and items.
    
    <!> Tip:
    In ff 8, the enemies increase their levels in tandem with yours. This
    applies to both normal opponents and bosses. Thus, when I list down
    a boss's statistics later on in the Walkthrough section, it's only a
    rough estimate of what to expect.
    
    <Attack>
    The first command lets you attack (duh) and when a party member takes a 
    set amount of damage (having roughly 75% of their HPs depleted), they 
    will have an alternate way of attacking. This is indicated by a tiny 
    arrow by the side of the 'Attack' command. To access it, hit and hold
    right on the d-pad, and following that, their respective Limit Break
    will appear. Also, by switching to another character, the Limit Break
    icon is lost. However, if that character still retains his/her
    critical status, the icon can be recovered by tapping 'Circle' (U.S)
    or 'Triangle' (Japanese) repeatedly.
    
    Among the characters that join your party, Seifer's the only one who
    is capable of activating his limit break without reaching critical
    status. Generally, you have a chance of using his Fire Cross when
    his HP is depleted by 30 to 40 percent.
    
    <Limit Breaks / Specials>
    New or improved Limit Breaks are learnt via magazines. These can be 
    found in pet stores or on book shelves. Not all characters require such 
    a method though; Squall's finishing blow to his Renzokuken is determined 
    by the type of Gunblade he's carrying.
    
    The magnitude (and sometimes length) of Limit Breaks are also 
    dependent on factors such as the character's current HP (i.e. Zell
    would have more time to input his button motions if his condition is
    critical, and lesser time if you simply cast an 'Aura' spell on a
    healthy Zell for him to use his 'Duel') and Luck parameter (i.e.
    Squall seems to perform a finishing blow more regularly with a higher 
    Luck rating and when he's at critical status).
    
    <R1 Trigger>
    The R1 button is used to activate double damage for Squall's Gunblade. 
    The best time to do this is when Squall dashes across to the enemy,
    lifts his sword, and you hear the swish of his blade. Press R1 
    immediately and Squall should connect for 2x damage.
    
    <Magic>
    Magic is a simple click-and-use procedure, and the amount of a
    particular magic you can cast is limited by the number appearing beside 
    it. Press left or right on the d-pad to scroll if the character has 
    additional spells. MP (Magic Points) values are non-existent in ff 8.
    
    <Draw>
    The 'Draw' command is available to all junctioned characters. Clicking
    on it, then an enemy will produce a sub-window showing the enemy's
    magic list. Select the magic you want, and another sub-window appears.
    The 1st is 'Stock', whereby the member absorbs that particular spell
    from the enemy for later use. The absorbed spell, if any, will then be
    usable in the character's magic list. The 2nd option is 'Cast', which
    allows you to use the chosen spell on anyone.
    
    The magnitude of the spell, plus the amount you get when you try to
    stock a spell is determined by your character's 'Magic' parameter as
    well as 'Luck'. Both options may sometimes result in failure; you can
    try as many times as you wish, though. 
    
    <G.F.>
    'Guardian Force' is an ability that summons G.Fs under your command.
    Surprisingly enough, there is no limit to its usage; just note that 
    whenever this command is used, the caster's HP will be converted to 
    that of the summon monster, and any attacks on him or her during this 
    period will be absorbed by the G.F. When this value falls to zero, the
    character loses the ability to summon the G.F. for that particular 
    fight.
    
    And as any summoner would tell you, G.Fs don't appear immediately when
    they're called; the time it takes for them to come is shown by a blue
    bar, which replaces the summoner's active time bar. G.Fs regain lost
    HP via walking around or using G.F. items. Such items can be purchased
    from shops. You'll also need items to revive fallen G.Fs, or simply
    rest at a Hotel.
    
    <Items>
    Items are pretty basic. Select an item and decide whom to use it on.
    
    <Mug / Capture> (note: Important!)
    In addition to the above battle commands, others are made available as
    you train up more Guardian Forces. I'll like to highlight 'Mug'
    here, which allows you to attack, then steal from the enemy. Enemies
    carry and drop (there IS a difference between these 2 terms) different
    items at different levels. So, say if I steal from a Wendigo, I might
    receive a Steel Pipe, but if I defeat it (without stealing from it
    previously!), it might drop a Steel Orb instead. Also note that
    once you've successfully stolen something from an enemy, don't expect
    it to drop anymore items when you do defeat it, except for cards.
    
    Another thing: what an enemy might drop can also be determined by G.F.
    Bahamut's 'Rare Item' party ability. So if an enemy isn't dropping
    what you're looking for, try equipping that ability if you have it.
    Likewise, if you've 'Rare Item' equipped but the enemy doesn't give
    up the item you want, try de-equipping that ability instead.
    
    If you still have trouble acquiring the items you want, I suggest
    using G.F. Quezacotl's 'Card' command ability on the enemy,
    followed by 'Card Mod.' menu ability to get the items. However, this
    tactic might not work on all enemies.
    
    <Running Away>
    Escaping is done by holding down R2 and L2. You cannot run away from
    boss encounters. The easiest method to escape is to start pressing
    down the buttons as soon as the battle begins, since you can often
    take advantage of the enemies' unpreparedness.
    
    Just note that you will be penalised for running away; refer to the
    SeeD Ranking section below for more details.
    
    <Battle Formations>
    In a normal encounter, your party members start off with their Active
    Time Bars partially filled. However, there exists 2 special battle
    situations in ff 8:
    
    First Strike -- Either the party or your enemies begin the fight with
                    full time bars.
    Back Attack -- Similar to 1st Strike attacks in the sense that either
                   the party or your enemies begin the fight with full
                   time bars. In addition, the side caught by surprise
                   will start with their backs turned.
                   Both your party members and enemies take twice as much
                   damage if attacked while their backs are turned.
    
    Your party's combined 'Luck' parameter seems to determine the 
    frequency of such special battle situations.
    
    <Ending a Battle>
    The battle ends when all of the members on either side are killed or
    petrified, or if the enemy or your party runs away.
    
    You receive EXP (Experience Points), AP (Ability Points) and Items 
    from defeated opponents. For methods to obtain Gil, the form of 
    currency in ff 8, refer to the SeeD Ranking section below.
    
    Incidentally, you need only 1,000 EXP to go up a level in ff 8. Unlike
    ff 7, characters not in your fighting party gain zero EXP... I'll 
    advise you practise rotating your squad members to make sure nobody's 
    too far ahead (or behind) in terms of levels.
    
    
    [Battle Tips]
    A majority of the enemies in ff 8 are weak against status ailments 
    attacks such as Sleep, Stop or even Death. This becomes all the more 
    apparent when you get to junction spells to Status Attack, so try 
    experimenting on enemies with different maladies -- some of them can 
    even work on bosses!
    
    A lot of people don't seem to realise they can switch between
    characters (provided their active time bars are full) using 'Circle'
    for the U.S version, and 'Triangle' for the Japanese version. This
    comes in handy when you want to use a specific party member either to
    heal or to attack.
    
    Using the target window in battle (hit L1) lets you accurately select
    which enemy to attack; it's also a great way to check the name of a
    particular monster.
    
    A hit in the back results in double damage; this applies to both your 
    party members and enemies for physical attacks.
    
    In ff 8, you actually gain EXP when you flee from battle, depending on 
    the amount of damage you did to your opponents. Any character that 
    finishes off an enemy gets more EXP as well, so be sure to let Squall 
    give up his easier kills to a weaker member. This situation also
    applies to G.Fs.
    
    Incidentally, if you think Squall is too far ahead in his levels, I
    suggest petrifying him for a few battles, since characters affected by
    petrifaction receive zero EXP and AP ^_^ Make sure to switch Squall's
    junctioned G.Fs (if any) over beforehand! They won't receive any EXP
    nor AP if Squall's petrified.
    
    Towards the end of the game, you'll come to rely heavily on Squall's 
    Renzokuken to dish out the heavy damage. I've included a way to 
    exploit this to your maximum advantage:
    
    1. Junction Ultima x 100 to Strength, and learn Strength +60% character
       ability. This should raise Squall's offense to 255. Learn Auto Haste
       party ability from G.F. Cerberus.
    
    2. Obtain Aura magic (drawable from Heaven/Hell Islands and Seifer at
       the end), or Aura Stones via G.F Siren's Tools Refinement menu
       ability (each Power Wrist gives you 10 Aura Stones; they can be
       bought from the Pet Store in Esthar).
       Also draw Meltdown (U.S) or Merton (Japanese) magic from high 
       level Gaylas (white flying creatures with black stripes on the
       Trabia continent) and Bombs (in a forest near to Kashkabald Desert,
       or in the Fire Caverns). You might want to have a few Haste spells
       on hand too.
    
    3. During confrontation, cast Haste on Squall (optional, especially if
       he has Auto Haste on already). Follow this up with Meltdown (Merton)
       on the enemy; this reduces its defense rating to zero. Finally, use
       Aura (Stones) on Squall.
    
    4. Repeatedly tap Circle (U.S) or Triangle (Japanese) for Squall's 
       Limit Break to appear. Each cut, coupled with the R1 Trigger, should
       do over 9,000 damage. If Squall finishes with 'Lion Heart' (equip
       his 'Lion Heart' gunblade first), you should be able to do damage
       amounting to something like 234,000 in one Renzokuken.
    
    
    [List of Elements]
    Final Fantasy's VIII battle system does somewhat rely on other external
    factors (apart from the Strength and Magic ratings of a character,
    anyway) to calculate damage. Some enemies carry weaknesses against a
    certain type of element; others may be protected from them instead.
    Here's a list detailing the 11 types of elements found in ff 8:
    
    NON-ELEMENTAL
    Non-elemental attacks ignore the magical defense values (and sometimes
    defense values) of an opponent; they'll be your most common form of 
    offense in ff 8.
    Sources: All non-Elemental Attack junctioned weapon strikes, Flare,
             Meteor, Meltdown (Merton), Ultima spells, G.F Siren, G.F. 
             Tonberry, G.F. Cactuar, G.F. Bahamut, G.F. Eden, Gatling
             Gun E. Skill, Ray-Bomb E. Skill, Shockwave Pulsar E. Skill,
             etc.
    
    GRAVITY
    Suprisingly, Gravity-typed attacks work well against a notable
    percentage of opponents. Just take note that it's still useless on
    mechanical monsters.
    Sources: Demi (Gravite) spell, G.F. Diablos, Micro Missile E. Skill,
             etc.
    
    HEAL
    Most players will use heal-typed spells simply to recover their party's
    HPs... unless they know undeads are weak against the healing elements
    as well.
    Sources: Cure spells, heal-typed items, Recover command ability, etc.
    
    FIRE
    Fire works best against ice, undeads, aquatic creatures, beasts and
    vegetation.
    Sources: Fire spells, G.F. Ifrit, G.F Phoenix, Fire Breath E. Skill,
             etc.
    
    ICE
    Use against fire-based creatures (i.e. Bombs).
    Sources: Blizzard spells, G.F. Shiva, etc.
    
    THUNDER
    Mechanical and aquatic beasts are susceptible to lightning.
    Sources: Thunder spells, G.F. Quezacotl, Electrocute E. Skill, etc.
    
    EARTH
    Earth-typed attacks are limited in their effectiveness. Never use them
    on flying creatures.
    Sources: Quake spell, G.F. Brothers, etc.
    
    POISON
    Human opponents are weak against Poison; useless against mechanical
    beasts.
    Sources: Bio spell, G.F. Doomtrain (Ghoulish), etc.
    
    WIND
    Flying creatures are at the mercy of wind-typed attacks.
    Sources: Aero spell, Tornado spell, G.F. Pandemona (Pandemonium), etc.
    
    WATER
    Only a handful of fire-based enemies have a weakness to Water.
    Sources: Water spell, G.F. Leviathan, Aqua Breath E. Skill, etc.
    
    HOLY
    Try using Holy-typed attacks on undeads.
    Sources: Holy spell, G.F. Alexander, etc.
    
    Enemies assaulted by an element they're weak against take twice as much
    damage. On the other hand, if the enemy is resistant to an element, it
    means that the damage they take from that element can either be halved,
    void or even absorbed instead as HP.
    
    
    [List of Status Conditions]
    Status changes can occur both in and out of battle, and can affect both 
    your party members and enemies. A few disappear after battle or after a 
    set period of time, but most carry over their effects to the next fight 
    unless you remedy them. The various conditions include:
    
    DISABLED (KO'ed)
    Effect     Character lies on the ground, unable to take any further
               part in battle
    Remedy     Life-typed magic, Phoenix-typed items, Revive command
               ability, spending the night at a Hotel
               (note: disabled characters at the end of a fight gain zero 
                      EXP and AP)
    
    DOOM
    Effect     Character dies after red timer above his or her head 
               expires
    Remedy     Elixir-typed items, Remedy Plus, Treatment (Chiryou)
               command ability
    
    CRITICAL
    Effect     Character falls to his or her knees, HP value turns yellow
               and rate of Specials being made available increases
    Remedy     Cure-typed magic and items, White Wind E. Skill
    
    POISON
    Effect     Green bubbles appear over a character; he or she takes a 
               small amount of damage for every turn in battle
    Remedy     Esuna magic, Antidote, Remedy-typed items, Elixir-typed
               items, Treatment command ability
    
    PETRIFY
    Effect     Character becomes cast in stone, unable to take any further 
               part in battle
    Remedy     Esuna magic, Soft (Gold Needle), Remedy-typed items, Elixir
               -typed items, Treatment command ability
               (note: petrified characters at the end of a fight gain zero
                      EXP and AP)
    
    PETRIFYING
    Effect     Character becomes cast in stone after white timer above his 
               or her head expires
    Remedy     Esuna magic, Soft (Gold Needle), Remedy-typed items, Elixir
               -typed items, Treatment command ability
    
    DARKNESS
    Effect     A cloud of smoke covers the character's eyes; Hit parameter
               is halved
    Remedy     Esuna magic, Eye Drops, Remedy-typed items, Elixir-typed
               items, Treatment command ability
    
    SILENCE
    Effect     A "...." bubble appears over the character's head; Magic, 
               Draw and G.F. command abilities are sealed off
    Remedy     Esuna magic, Echo Screen, Remedy-typed items, Elixir-typed
               items, Treatment command ability
    
    BERSERK
    Effect     Character turns fuming-red; Attack power is raised, but 
               character automatically attacks for every turn
    Remedy     Esuna magic, Remedy-typed items, Elixir-typed items,
               Treatment command ability
    
    ZOMBIE
    Effect     Character takes on a greyish-green shade of colour; Attack 
               power is raised, but character is now susceptible to Heal
               -typed spells and items; a single Phoenix Down instantly
               kills the affected character. Using Drain magic or an
               Absorb command ability on a zombified character results in
               damage to the caster instead
    Remedy     Esuna magic, Holy Water, Remedy-typed items, Elixir-typed
               items, Treatment command ability
    
    SLEEP
    Effect     A "Zzzz" sign appears over the character's head; unable to 
               enter any command abilities
    Remedy     Physical attacks, Esuna magic, Remedy-typed items, Elixir
               -typed items, Treatment command ability
    
    CONFUSE
    Effect     Character spins around in circles; attacks both ally and 
               enemy randomly
    Remedy     Physical attacks, Esuna magic, Remedy-typed items, Elixir
               -typed items, Treatment command ability
    
    VITALITY ZERO
    Effect     Character takes on a shade of purple and Vitality parameter 
               drops to zero; caused only by Meltdown (Merton) spell
    Remedy     Esuna magic, Remedy Plus, Elixir-typed items, Treatment
               command ability
    
    SLOW
    Effect     Character's Active Time Bar turns blue and fills slower
    Remedy     Dispell magic, Haste magic, Esuna magic, Elixir-typed items, 
               Treatment command ability
    
    STOP
    Effect     Character's Active Time Bar stops filling; unable to act
    Remedy     Dispell magic, Haste magic, Esuna magic, Elixir-typed items, 
               Treatment command ability
    
    HASTE
    Effect     Character's Active Time Bar turns red and fills faster
    Remedy     Dispell magic
    
    REGEN
    Effect     Character gradually recovers HP during the course of the 
               fight
    Remedy     Dispell magic
    
    FLOAT
    Effect     Character floats in mid-air; invulnerable to all Earth-typed
               attacks
    Remedy     Dispell magic
    
    PROTECT
    Effect     A blue shield parries any physical attack on the character,
               reducing damage taken by half
    Remedy     Dispell magic
    
    SHELL
    Effect     A purple shield parries any magical attack on the character,
               reducing damage taken by half
    Remedy     Dispell magic
    
    REFLECT
    Effect     A yellowish-green shield reflects most magical spells cast 
               on the character back to the caster; useless for some of the 
               more powerful spells such as Meteor, Ultima and G.Fs
    Remedy     Dispell magic
    
    CURSE
    Effect     Character falls to his or her knees and takes on a shade of
               black; unable to use Limit Breaks
    Remedy     Esuna magic, Holy Water, Remedy-typed items, Elixir-typed
               items, Treatment command ability
    
    AURA
    Effect     Character takes on a shade of gold; rate of Limit Breaks 
               being made available increases
    Remedy     Dispell magic
    
    DEFEND
    Effect     Character assumes a defensive stance; invulnerable to all
               physical attacks and reduces all magical attacks by half
    Remedy     Disappears after one active turn
    
    DOUBLE, TRIPLE
    Effect     Character has the ability to cast 2 or 3 spells of the same 
               type in a single turn
    Remedy     Dispell magic
    
    INVINCIBLE
    Effect     Character becomes translucent; all physical and magical 
               attacks are useless on him or her
    Remedy     None
    
    Well, that's all for the battle tutorial.
    
    
    ========================================================================
    V. C A R D   B A T T L E
    ========================================================================
    
    [Triple Triad System]
    When walking around town, you can engage other NPCs (Non-Playable 
    Characters) in card battles via the 'Square' button. Cards are obtained 
    through victories, special events or enemies, and some are very 
    difficult to find. Either way, here's the entire playing procedure:
    
    1. Win a card, or turn an enemy into one via Quezacotl's 'Card' 
       command ability. Look for a card player, and talk to him or her 
       using 'Square'.
    
    2. Select 5 cards from your deck (not applicable for Random rule).
    
    3. The computer will randomly decide who gets to start first.
    
    4. The game is played on a 3 by 3 tiled board, with the blue cards 
       belonging to you; the pink ones, your opponent.
    
               ----------------
               |    |    |    |
               |    |    |    |
               ----------------
       PINK    |    |    |    |    BLUE
       DECK    |    |    |    |    DECK
               ----------------
               |    |    |    |
               |    |    |    |
               ----------------
    
    5. You'll notice 4 sets of numbers on each card, the center row having 
       2 numbers side by side. The maximum value for each side is A 
       (equals 10).
    
    6. When 2 opposing cards are placed adjacent to each other, 'Card 
       Battle' commences.
    
    7. The computer will compare these 4 sets of values, and victory is 
       allotted to the card with the higher value. Here's an example, 
       assuming the pink card is the attacking card.
    
       ---------       ---------  
       |   8   |       |   2   |
       |9     2|       |3     1|  
       |   7   |       |   4   |
       ---------       ---------
        (Blue)          (Pink)
    
       The values represent the attack power of the card on each of the 4 
       sides. In the above diagram, the blue card (which has been placed on 
       the left of the pink one) seems to have the upper hand, but the 
       value on its right (2) is lower than the value on the left of the 
       pink card (3). Thus, the winner here is the pink card (3>2), and 
       the losing blue card is flipped to show a pink one.
    
    8. Press 'Triangle' to view the Rules if you've forgotten what they 
       were.
    
    9. When all 9 tiles are filled, the player with the majority of the 
       cards in their respective colour wins. 
    
    
    [Rules Details]
    Rules vary from region to region, although you can abolish some of the 
    more troublesome ones via winning a game in that territory or paying 
    the Card Queen at Balamb City's train station 30,000 Gil. Special 
    rules include:
    
    (Important: In all cases assume the blue card is the attacking card!)
    
    SAME: When a card is placed adjacent to 2 or more cards, and the values 
          on the sides of that particular card facing the rest are equal, 
          the attacking card wins.  
    
       ---------       ---------  
       |   5   |       |   8   |
       |1     3|       |3     4|  
       |   7   |       |   9   |
       ---------       ---------
        (Blue)          (Pink)
    
       ---------    
       |   7   | 
       |6     A|   
       |   A   | 
       ---------  
        (Pink)   
    
          Look at the right and bottom values of the blue card, which are 
          identical to the values of the pink cards directly facing them 
          (3 & 3, 7 & 7). In this case both the pink cards are flipped. 
    
    PLUS: When a card is placed adjacent to 2 or more cards, and the values 
          on 2 or more of the sides in contact add up to the same figure, 
          the attacking card wins.
    
       ---------       ---------  
       |   5   |       |   2   |
       |1     4|       |5     A|  
       |   1   |       |   4   |
       ---------       ---------
        (Blue)          (Pink)
    
       ---------    
       |   8   | 
       |9     3|   
       |   7   | 
       ---------  
        (Pink)
    
          Take note of the right and bottom values of the blue one. When 
          you add the values of the pink cards directly facing them, the 
          numbers calculated are the same, i.e. 4+5=9 and 1+8=9. In this 
          case both the pink cards are flipped.
       
    SAME WALL: The vertical and horizontal sides of the playing field are
               taken as having a value of 'A'. Same Wall is extremely
               rare, and occurs in conjunction with the Same and Plus rule. 
    
     |  ---------    
     |  |   7   | 
    A|  |1     6|   
     |  |   1   | 
     |  ---------  
     |   (Pink)
     |
     |  ---------    
     |  |   1   | 
    A|  |A     3|   
     |  |   5   | 
     |  ---------  
     |   (Blue)
     |
     |  ---------    
     |  |   5   | 
    A|  |7     4|   
     |  |   7   | 
     |  ---------  
     |   (Pink)
    
    
               Look at the left, upper and bottom values of the blue card.
               Under the 'Same Wall and 'Same' rule, the value of the
               playing field directly facing the blue card, bottom value
               of the pink card above the blue card and upper value of
               the pink card below the blue card are identical (A & A,
               1 & 1, 5 & 5 respectively). Both pink cards are thus
               flipped.
    
    COMBO: When a card changes colour under the Same, Plus or Same Wall 
           rules, its values now affect the cards with the opposing 
           colour. Thus, one can actually set a card, flip the opponent's, 
           and the flipped card will also act against those around it, 
           flipping them as well within a single turn. You can set up 
           multiple chains in this way.
    
       ---------       ---------  
       |   8   |       |   2   |
       |9     3|       |3     1|  
       |   7   |       |   4   |
       ---------       ---------
        (Blue)          (Pink)
    
       ---------       ---------
       |   7   |       |   2   |
       |1     4|       |5     A|  
       |   A   |       |   4   |
       ---------       ---------
        (Pink)          (Pink)
    
       ---------    
       |   8   | 
       |9     3|   
       |   7   | 
       ---------  
        (Pink)
    
           Under the Same rule, the blue card in the upper-left should flip 
           both the pink cards to the right and bottom of it. 
           Now look at the bottom value of the card to the right of the 
           blue card. Having been flipped, the now blue card should act upon 
           the pink card directly beneath it, flipping it in the process 
           (4>2).
           The same also applies to the (now blue) card to the bottom of 
           the initial attacking blue card, thus the pink card in the 
           lower-left is flipped (A>8). Chains are set up in this way, and 
           can often turn near-defeats into victories in Card Battles.
    
    ELEMENTAL: Some cards such as Ifrit's have an elemental to them (in 
               this case Fire). When placed on a tile with the 'Fire' 
               element symbol on it, the values of the card increase by 1 
               on all 4 sides. 
               Other than that, if the element symbol on the tile does not
               correspond to the card's elemental, the values of the card 
               on all 4 sides will decrease by 1 instead.
               However, the Same, Plus and Same Wall rules ignore the 
               added or decreased (if any) values of a card; keep that in 
               mind the next time you want to activate such rules.
    
    Open: All cards can be seen.
    Random: All cards are randomly picked.
    Sudden Death: The game goes on in the event of a Draw. Players retain 
                  only the cards in their respective colour from the end 
                  of the previous Card Battle.
    Trade Rules: These range from being able to pick and keep zero to all
                 cards from the loser.
    
    Cards are useful via Quezacotl's 'Card Mod.' menu ability; many of them
    grant the items required to upgrade your weapons, characters or G.Fs.
    There's a total of 110 different cards to collect, btw.
    
    If you've completed your collection of cards, a star will appear next
    to the Card command in the menu screen. And even if you destroy one of
    your cards using 'Card Mod.', the star will still remain there.
    
    
    [Card Tips]
    Try to prevent some of the more cumbersome rules from spreading, i.e
    'Random' or 'Sudden Death'. Rules that you want to spread are 'Open'
    (Balamb region has it), or even 'Same' if you're an experienced player.
    To prevent rules from spreading, just keep saying 'No' when an NPC
    suggests combining rules. He or she will eventually play you with the
    particular region's rules alone.
    
    Initially, you won't have much good cards to begin with, so Card Battle
    on Disc One should be kept to a minimum. However, by the end of Disc
    One, you should have amassed 4 rare cards: Ifrit, Sacred, Minotaur and
    Diablos. Disc Two should be when you start trashing people in Card
    Battle with the above cards. As always, try to win the rare cards in
    regions with friendlier rules first, then go for the difficult to obtain
    cards such as Edea, which is played under the Random rule.
    
    You can usually tell a good card player apart from the rest when he or
    she takes their time deciding which card to play. Inexperienced players
    (i.e. most townspeople) simply rashly place their cards without much
    thought. You can over-power such players using a good deck of cards,
    but defeating a seasoned card player requires some strategy.
    
    When playing with the 'Same', 'Plus' or 'Same Wall' rules, always
    check to see if your opponent has the chance to use such rules on you.
    You can usually tell when an experienced player places a card in a
    seemingly strange position, when he/she could have used that card
    to flip over one of yours. However, playing these rules to your
    advantage requires a lot on planning ahead, or just plain luck. There's
    really no easy way about it; your best bet is experience.
    
    
    ========================================================================
    VI. S e e D   R A N K I N G
    ========================================================================
    
    In ff 8, your party receives payment from SeeD on a timely basis. This 
    sum is determined by your SeeD ranking, which is assigned to you right 
    after the events at Dollet in Disc One. Also, the SeeD Tests become 
    available in the Tutorial on the menu screen. The actual number of 
    papers Squall can sit for depends on his level, i.e. a lv. 15 Squall 
    has access to only 15 out of the 30 tests. Below are the answers:
    (Yes=Y / No=N)
    
    Test 1 : Y N Y Y Y N N Y N N        Rank 1 :    500 Gil 
    Test 2 : Y N Y Y Y N Y Y N N        Rank 2 :  1,000 Gil
    Test 3 : N N Y N Y Y Y N Y N        Rank 3 :  1,500 Gil
    Test 4 : N Y Y Y N N Y Y N N        Rank 4 :  2,000 Gil
    Test 5 : N N N Y Y N N Y Y Y        Rank 5 :  3,000 Gil
    Test 6 : Y N Y Y N N Y Y N Y        Rank 6 :  4,000 Gil
    Test 7 : Y Y Y Y Y Y N Y Y N        Rank 7 :  5,000 Gil
    Test 8 : N Y N N Y Y N N Y N        Rank 8 :  6,000 Gil
    Test 9 : N Y N N N N N N Y Y        Rank 9 :  7,000 Gil
    Test 10: Y N N N N N N N Y N        Rank 10:  8,000 Gil
    Test 11: Y Y N Y Y N Y N N Y        Rank 11:  9,000 Gil
    Test 12: N Y N N Y N Y N Y N        Rank 12: 10,000 Gil
    Test 13: Y N N N Y N N N N N        Rank 13: 11,000 Gil
    Test 14: Y Y Y Y N Y Y N Y N        Rank 14: 12,000 Gil
    Test 15: Y Y N N N N N Y N Y        Rank 15: 12,500 Gil
    Test 16: Y N N Y N Y N N Y N        Rank 16: 13,000 Gil
    Test 17: Y N N N Y N N Y N N        Rank 17: 13,500 Gil
    Test 18: Y N N N Y N N N N N        Rank 18: 14,000 Gil
    Test 19: Y N N Y N N N N N Y        Rank 19: 14,500 Gil
    Test 20: Y Y N Y N Y Y Y N N        Rank 20: 15,000 Gil
    Test 21: Y Y Y Y N N Y Y Y N        Rank 21: 15,500 Gil
    Test 22: N N N Y N N N Y Y N        Rank 22: 16,000 Gil
    Test 23: Y N N N N Y Y Y Y Y        Rank 23: 16,500 Gil
    Test 24: Y Y N N Y Y N N N Y        Rank 24: 17,000 Gil
    Test 25: Y N Y Y Y N N Y N N        Rank 25: 17,500 Gil
    Test 26: Y Y N Y N Y N Y N N        Rank 26: 18,000 Gil
    Test 27: N Y N N N N Y N Y N        Rank 27: 18,500 Gil
    Test 28: Y N N Y Y Y N Y N N        Rank 28: 19,000 Gil
    Test 29: N N N Y Y N N N Y N        Rank 29: 19,500 Gil
    Test 30: N Y N N N N Y N N N        Rank 30: 20,000 Gil
                                        Rank A : 30,000 Gil
    
    If Squall scores a perfect 100 marks in a test paper, his SeeD ranking
    is raised by one. The highest rank Squall can attain is A (otherwise
    known as rank 31), which pays 30,000 Gil. Each payment occurs after
    Squall takes about 24,300 steps or so.
    
    Increasing your rank can also involve other methods, such as success 
    at certain game events, or living dangerously in battle. By that I mean 
    combating enemies with your characters at critical status (you could 
    always blow your opponents away with Limit Breaks). 
    
    To make your rank stay constant, just fight battles normally, using 
    physical, magical or G.F. attacks. Decreasing your rank is done by 
    escaping from battles too often and not engaging enemies in combat 
    frequently enough. Meaning, you shouldn't rely on vehicles or 
    chocobos too often to get around.
    
    
    ========================================================================
    VII. F U L L   W A L K T H R O U G H 
    ========================================================================
    
    [Gameplay Tips]
    Before you delve into the walkthrough below, why not stop to pick up a
    few tips on ff 8? I'm sure the hints below will prove helpful,
    especially if this is your first time through the game.
    
    {Leveling Up}
    Seeing how the leveling up system has been all but replaced by the
    Junction System (which is why you need only 1,000 EXP to gain a level
    in ff 8), there's really no need for you to specifically go level up
    your characters. Just fight whatever battles that may come your way,
    making sure you stop to draw a few spells for junctioning later. This
    brings me to my next point, which is...
    
    {Stocking Spells}
    You don't really need to have every single spell in your magic list.
    Try sticking to the more common (and useful) spells such as Cure, and
    ignore the lame ones such as Drain. Each character can only carry 32
    out of the 50 spells ff 8 has to offer. Also, whenever possible, I
    suggest making use of menu abilities to refine items to spells instead;
    it's much more convenient that way.
    
    Another question would be: should all members in your party carry a
    full set of spells? Well, you can pretty much get through the game with
    just 3 full lists of spells, but I prefer to keep 4 sets. It's really
    up to you to decide. I advise against 6, though. It's way too tedious
    to maintain and upgrade them.
    
    {Enemies}
    Enemies in ff 8 gain levels in tandem with your party. In the process,
    they also receive new magic lists (for drawing from), hold and drop
    different items. In addition, they may sometimes gain new attacks.
    
    {An Easier Time}
    FF VIII can only get difficult if you do not attempt to master the
    Junction System. If you can't seem to defeat a particular boss, or
    rely too heavily on G.Fs (especially at the game's later stages),
    then it's time to learn a few Junction abilities, and draw powerful
    spells. The Junction System helps a LOT more towards building a
    powerful party member compared to plain old leveling up.
    
    {Spending your Gil}
    Since both the armour and accessories systems have been removed, the
    only stuff you'll spend money on are items and weapon remodeling. Do
    feel free to blow your cash on items. Still, I'll like to caution that
    in the early stages of the game, the party gets around on a train a
    lot, so make sure you always have enough money left to afford a 3,000
    Gil ticket.
    
    
    [How to use this guide]
    You will be presented with choices at certain points in the game; I've
    taken the liberty of indicating the best option with an asterisk (*).
    Also, the 'Side Events' portions that occasionally pop up really are
    optional, meaning you don't have to do them to advance the storyline;
    they're usually an opportunity for you to obtain a special artefact or
    two, plus to give guidelines on weapon upgrading. Happy travels!
    
    
                                   <DISC ONE>
                                   ++++++++++
                                   1. S e e D
                                   ++++++++++
    
    ===================
    Sections appearing:
    ===================
    
    1a. Balamb Garden
    1b. Balamb Region
    1c. Fire Cavern
    1d. Dollet Mission Briefing
    1e. Naval Ship
    1f. Dollet
    1g. Exploring Balamb City
    1h. Inauguration Ceremony
    1i. Training Center
    1j. Timber Mission Briefing
    1k. Laguna Dream Sequence Part One: Eastern Forest/Deling City
    1l. Timber Tracks: Hijack Operation
    1m. Timber
    1n. Dollet/Timber Revisited (optional)
    1o. Timber Region (optional)
    1p. Laguna Dream Sequence Part Two: Centra Excavation Site
    
    
    ######################################################################
    1a. [Balamb Garden]
    
    Enemies: Grat, T-Rexaur (Training Center)
    Draw Points: Cure, Esuna, Blizzard
    G.Fs: Quezacotl, Shiva (2F Study Panel)
    Magazines: Occult Fans Vol. I (Library)
    ######################################################################
    
    Final Fantasy VIII opens with a nice FMV of Squall and Seifer squaring 
    off against each other in a training match. However, Squall is scarred 
    in this battle, having taken a direct hit in his face.
    
    Squall awakens from his coma in the infirmary, where the medic there, 
    Dr. Kadowaki, asks Squall if he feels all right:
    - (Ok, I guess.) *
    - (My forehead hurts.)
    Give Squall a name; I'll stick with the default name throughout this
    walkthrough for convenience's sake.
    
    Dr. Kadowaki then leaves to inform Quistis of Squall's recovery. After 
    a FMV showing her arrival, both student and mentor will walk to the 
    classroom, with the latter commenting that the entrance examination 
    for SeeD is today. 
    
    After class is over, Quistis reminds Squall that he has yet to visit 
    the Fire Cavern. Before going off, you might want to check out the 
    Study Panel at Squall's seat. There you'll find the following options: 
    
    1. Tutorial (New!)
    2. The Basics
    3. About Garden
    4. A message from Garden
    5. Garden Square
    6. The School Festival Committee (not available yet)
    
    You'd best be advised to read through all of them. In addition, Squall 
    will receive 2 G.Fs, Shiva and Quezacotl, upon selecting the Tutorial.
    
    G.F. Quezacotl offers 2 unique abilities: the 'Card' command  ability
    and 'Card Mod.' menu ability. Make sure you learn them. A few notes
    about the 'Card' command: it has a much higher chance of working on a
    weakened enemy, and sometimes carding a normal enemy earns you a more
    powerful boss card instead.
    
    Quezacotl also has 'Mid. Magic Refinement' menu ability, which enables
    you to gain access to the middle range spells such as Cura and Blizzara
    (i.e. refine 5 Cure spells to obtain a single Cura) relatively early on
    in the game.
    
    If you can afford to live with a weak G.F Quezacotl for a while, I
    suggest you learn 'Boost' 1st, followed by 'Card', and then 'Card Mod.'
    These abilities will come in VERY handy in the game if you're looking
    to collect everything of value.
    
    Shiva has the unique 'Doom' command ability, which takes 60 AP to learn.
    Seeing how 'Death' works on so many common enemies in ff 8, it might
    just come in handy sometimes.
    
    Once done, leave the classroom. Along the way, Squall'll bump into 
    Selphie, the newly transferred student from Trabia Garden:
    - Are you okay? *
    - ......
    Squall confirms that she just missed her class, upon which Selphie asks 
    Squall for a little tour around Balamb Garden:
    - Sure. *
    - Don't have the time.
    
    Head on over to the elevator, but before you do that, talk to the guy 
    hanging around the lift; he'll grant Squall his first set of cards, 
    and tell him to use 'Square' to initiate 'Card Battle'. Bring Selphie 
    to the Garden Directory, which is the huge board right to the south 
    of the 1st floor. Here's a rough lay-out of Balamb Garden's 1st floor:
    
                         Students' Dormitory
             Cafeteria            |            Parking Lots
                      \           |           /
                    /---------------------------\
             Quad   |                           |   Training Center
                 \--|                           |--/
                    |          Elevators        |
                 /--|             |             |--\
        Infirmary   |             |             |   Library
                    \-------------+-------------/
                                  |
                                  |
                             Front Gates
    
    Feel free to explore the place: you can rest and save at the Dorms, 
    meet Seifer and company (Raijin, Fujin) at the Cafeteria, and watch 
    Zell miss the hot dogs ^_^ Also, try chatting with the Cafeteria Lady
    for a bit of info about her son.
    
    Dr. Kadowaki will play cards with you, and the Library offers an 'Esuna'
    draw point, plus the 1st volume of Occult Fans. Search the 2nd bookshelf
    from left in the background (don't change the camera view); sometimes a
    student may be blocking the way, so try re-entering the Library. Avoid
    the Training Center for now. 
    
    To the Front Gates once you're done. Quistis joins you here; she starts 
    off at lv. 8 with zero spells in her magic list; expect the latter to 
    be a constant feature in all new allies.
    
    #######################################################################
    1b. [Balamb Region] (note: Junction G.Fs, and NEVER escape from battles
                               for now)
    
    Enemies: Bite Bugs
             Glacial Eye (Fields/Mountains)
             Caterchipillar, T-Rexaur (Forests)
             Fastitcalon-F (Beaches)
    #######################################################################
    
    Quistis will bring Squall to the Fire Cavern, which is east of Garden 
    behind the forest. Press 'Triangle' to skip through her tutorials if
    you so wish (for the U.S version). I recommend you view them, though.
    
    Make sure you have a decent stock of 'Blizzard' spells before you
    enter; these can be drawn from the Glacial Eyes (blue flying jellyfish
    -like creatures) near the northern cliffs on the Overworld or the
    Fastitocalons-F (orange fishes) on the shores of Balamb. Btw, a single
    Fastitocalon-F gives you 3 A.P; they're excellent enemies to battle
    if you want to build up your G.Fs' abilities at this point in the
    game. Fastitocalons appear on most beaches in the Overworld.
    
    <!> Tip:
    Actually, whenever you reach a new region, I suggest you check out
    the enemies there. They may have some nifty spells for junctioning,
    upon which you should spend some time drawing. You'll be surprised
    at how much some of the more powerful spells can boost your stats.
    
    #######################################################################
    1c. [Fire Cavern] (note: Keep Squall's level within 9 for this dungeon)
    
    Enemies: Bomb, Red Bat, Buel
    Draw Points: Fire
    G.Fs: Ifrit
    Rare Cards: Ifrit
    #######################################################################
    
    The Garden Faculty awaiting at the cave entrance questions Squall if
    he's prepared:
    - Yes...
    - Still need to prepare.
    I'll leave this up to you.
    
    Squall is asked how long he would take to defeat the boss within and 
    come back out (10, 20, 30 or 40 minutes). Take 30 minutes if you're
    playing the Japanese version, and 10 minutes for the U.S version.
    
    The Fire Cavern isn't particularly hard, but since random enemy 
    encounters count towards the timer, you'd better finish them quickly, 
    and keep heading straight into the inner regions of the cave (you can 
    always re-visit the place to earn EXP, draw spells and gain Cards 
    later, without the darned timer). 
    
    There'll only be 2 times when the route splits; take the 1st one 
    right for a 'Fire' Draw Point, and right again the 2nd time. You'll 
    meet Ifrit at the end.
    
    ------------------------------------------------------------------------
    BOSS G.F: Ifrit  HP: 1,068  Weak: Ice  Strong vs.: Fire
                     Draw List: Fire(Fira), Cure, Scan
                     AP: 20
     
    Being a fire-based creature, you'll naturally want to avoid using any 
    fire spells on him. Simply cast Shiva and Blizzard spells repeatedly to
    make short work of him. He has a decent attack rating too, so don't
    forget to heal your characters when needed.
    
    <For those playing the U.S version>
    You wouldn't know now, but you're actually being accessed by the Garden
    throughout the first few events in ff 8... the Fire Cavern is one such
    place where Squall is tested on his Judgment. To score well for this
    scenario, you must finish the battle with Ifrit with as little time as
    possible left on the clock.
    
    Whittle down Ifrit's HP to around 100, then stall until the timer hits
    15 to 20 seconds. Quickly use a barrage of Blizzard spells to bring the
    battle to an end. You'll see how well you scored for this event later
    on in the game.  
    
    (note: A ( ) around a spell denotes that it's only available for higher
     level opponents. In this case, you can only draw Fira from a level 20
     or higher Ifrit. Btw, if you're playing the Japanese version, 'Libra'
     has been translated as 'Scan' in the U.S version)
    ------------------------------------------------------------------------
    
    You'll receive Ifrit as a G.F, and have to make your way back out again.
    In the Japanese version, your 30 minutes include both getting in and
    out; the U.S version only requires you defeat Ifrit within 10 minutes.
    
    Ifrit offers abilities which boost your HP and Strength. They're very
    useful early in the game, and will prove invaluable against strong foes.
    
    Side events: Defeating Bombs sometimes nets you Bomb Fragments or Cards. 
    Get either one of these; you'll want one later on for weapon upgrading.
    Bombs are extremely vulnerable to Blizzard spells.
    
    Once you're done, return to Balamb Garden. On a side note, you cannot
    encounter enemies on the paved roads in ff 8; keep that in mind.
    
    #######################################################################
    1d. [Balamb Garden -- Dollet Mission Briefing]
    
    Area Info: Unchanged
    #######################################################################
    
    Squall is invited to try for a place in SeeD upon his return. You can 
    wander around Garden if you wish, and whenever you feel you're ready, 
    head back to Squall's room to change into his school uniform. Make your 
    way back to the Lobby with the Garden directory board. There, Squall'll 
    be assigned to his party, comprising of Seifer and Zell. Follow them
    and head for the Parking Lots.
    
    ######################################################################
    [Balamb City] (note: You cannot encounter enemies in a car)
    
    Area Info: Unavailable (rather, not recommended you explore...)
    ######################################################################
    
    Go for a spin or 2 in the car before moving on to Balamb City in the 
    south-west (and hear Seifer's unflattering remarks about Zell). There 
    isn't much you can do right now, so go on and board the ship. Don't
    try to go anywhere else; your instructors won't like it! 
    
    #######################################################################
    1e. [Naval Ship]
    #######################################################################
    
    Xu briefs the group on their mission objective, saying they are to 
    liberate the city of Dollet that's under siege by Galbadia. Squad B 
    (that's you) is to secure the area right up to the central square.
    Seifer then orders Squall to check the situation outside:
    - ... Okay. *
    - No.  
    
    ######################################################################
    1f. [Dollet] (note: Don't converse with Squad A or C members except
                        for Selphie, follow orders, and finish off all
                        enemies quickly. You're being assessed by your
                        instructors in this field exam, so conduct
                        yourselves properly!)
    
    Enemies: Galbadian Soldier
             Anacondaur, Geezard, Elite Soldier (Mountain Range)
    Draw Points: Blind
    G.Fs: Siren (Elvoret)
    Magazines: Weapons Monthly March (Elvoret)
    #######################################################################
    
    After the ships crash onto the shore, the loading doors open and Seifer 
    leads Squall's party out. Quistis reminds you to equip your G.Fs before 
    proceeding; divide your G.Fs among the 3 before following Seifer. Both 
    Seifer and Zell join you here; they start off at lv. 9 and 8 
    respectively. Junction your party, transferring magic from Quistis
    if you have to.
    
    Ignore conversing with any of your colleagues, and follow Seifer.
    
    Seifer then points out 2 oncoming guards and the party encounters 
    their 1st battle. Have the members attack normally (you may wish to 
    stock up on 'Cure' spells at this point) and make full use of the 
    Gunblade's 'R1 Trigger' feature. Note that Seifer's Hyperion also has
    this feature, only that his timing is a bit faster.
    
    As the party goes deeper into the town, another pair of Galbadian
    troops jump down to ambush the party.
    
    At the central square, Seifer orders the party to eliminate any
    remaining guards; proceed to the upper-right alley and do so. Following
    that, the characters wait it out as the rest of their troops hold off
    the remaining Galbadians.
    
    Finally, Seifer loses his patience (no thanks to the dog) and decides 
    to check things out ahead. Zell questions this act as he thinks it's 
    out of the mission parameter, but is dismissed by Seifer and Squall. 
    The latter especially, seems quite eager to prove himself. Follow
    Seifer.
    
    After the party crosses the bridge, they chance upon the injured Dollet 
    troops. Seifer spots another injured soldier, who is promptly dragged 
    away by a serpent monster before Squall can reach him. A battle occurs.
    
    Seifer remarks that things are starting to get fun now... btw, the
    Anacondaur (Hedge Viper) is weak against Ice, so cast Shiva on it.
    
    Follow the path to the comms tower, defeating enemies along the way.
    Seifer will run off on his own (probably too eager already) and Selphie
    arrives to convey a message, conveniently replacing Seifer in the
    process.
    
    Jump off the cliff:
    - That's the plan.
    - No way... * 
    Take the longer path to your right to meet up with Selphie, who 
    complains about Squall not taking the shortcut. Zell remarks that 
    nobody would normally leap off cliffs:
    - Yeah, I guess so.
    - I don't know about that...
    I'll leave this up to you to choose.
    
    Selphie joins you here; she starts off at lv. 8. Proceed to the 
    communication tower once you've junctioned her properly.
    
    Side event: Geezards (Haurizaados) here (strange greyish creatures with
    a pink under-belly) give you Screws. These are useful in upgrading your
    weapons.
    
    Once inside, run around a bit to encounter enemy troops, and make use 
    of this opportunity to heal your characters as well as to stock up on 
    curative items and spells. Take note of the 'Blind' Draw Point to the 
    left. Once you're ready, step onto the elevator and take it to the top
    (1st option). 
    
    <!> Tip:
    Be sure to have saved first, and ensure one of your party members has
    the 'Draw' command; you'll need to draw a G.F in an upcoming battle.
    
    The scene switches to Wedge (the blue guy) and Biggs (the guy in red). 
    Biggs is trying to repair the satellite when Wedge comments about a
    monster in the vicinity. The former pays no attention, much to the
    chagrin of Wedge, who decides to look around first.
     
    Before long, Squall arrives, and in the commotion, Biggs starts the 
    satellite up. He is elated, but not after the party engages him in 
    battle. 
    
    ------------------------------------------------------------------------
    SUB-BOSSES: Biggs  HP: 610  Weak: Poison
                       Draw List: Fire, Thunder, Blizzard,
                                  Esuna
                Wedge  HP: 608  Weak: Poison
                       Draw List: Fire, Thunder, Blizzard,
                                  Cure
                       Total AP: 8
     
    Have the party use G.Fs if you wish, but it'll be better to keep drawing 
    magic out of these 2 guys first, especially Esuna. After defeating them, 
    Elvoret will make his appearance; save your items and spells for him. 
    
    BOSS: Elvoret  HP: 2,872  Weak: Wind  Strong vs.: Poison
                   Draw List: Thunder(Thundara), Cure(Cura), Double, Siren
                   AP: 10
    
    Unleash everything (well, maybe not EVERYTHING; save a few Thunder 
    spells and items) you've got on this creature. If your G.Fs are at a
    decent level, he should go down easily. Just make sure to pop in the 
    occasional heal spells, and use any limit breaks when they're made
    available. He also has Siren, a G.F. among his list of magics, so be
    sure to draw it from him. Watch out for his Storm Breath too, which 
    takes off 100 plus damage from everyone. You'll receive the March
    issue of Weapons Monthly from him.
    ------------------------------------------------------------------------
    
    Siren, although not your best G.F. in terms of attacking power, has a 
    wide array of menu abilities waiting to be learnt. She also has the 
    Treatment (Chiryou) command ability, which cures ANY status ailment.
    Her 'Move-Find' party ability enables you to see hidden save and
    draw points; it's definitely a must-have.
    
    Selphie relays new information to Squad B: they are to assemble at 
    the shore at 1900 hours. Seifer notes the 30 minute deadline given 
    before he leaves.
    
    When you regain control, quickly board the lift and descend. The 
    scene then cuts to Biggs, who activates a last ditch defense mechanism 
    before gloating and falling over. Save before you leave the comms.
    tower; 30 minutes is more than enough time to make your escape.
    
    Outside, the X-ATM092 makes its untimely appearance, and the party 
    has to fend it off. 
    
    ------------------------------------------------------------------------
    SUB-BOSS: X-ATM092  HP: 5,492  Weak: Thunder  Strong vs.: Poison
                        Draw List: Fire, Blizzard, Cure, Protect
                        AP: 50 (or none)
    
    Hit it with your Thunder spells, then attack normally. If you pull it
    off fast enough, the spider should collapse before getting a chance to
    use its 'Ray-Bomb'. Escape using R2 and L2. And while using Quezacotl
    may seem like a good idea, it eats up the timer, so don't summon it.
    You'll just have to do about 1,100 points of damage to make it go down.
    
    <For those aiming for full marks in this operation>
    You can defeat it, but only in the 2nd time you face it. The X-ATM092
    is invincible the 1st time you encounter it outside the comms. tower.
    The best place to take it down is on the bridge.
    
    You'll need to have Squall and Zell at critical status (easier usage of
    limit breaks) and Selphie having maximum affiliation with Quezacotl.
    Keep hitting the X-ATM092 with specials and Quezacotl (use a Turbo
    controller coupled with the 'Boost' G.F. Ability). After it collapses
    about 5 to 6 times, it should blow up.
    
    The X-ATM092 gives up random items upon its demise, but they're usually
    excellent ones. It's not recommended you take it down though, especially
    if this is your first time through the game.
    
    Assuming if you did cause the X-ATM092 to explode on the bridge, then
    you can make a clear run to the ship at the beach. You don't have to
    save the dog (detailed below), btw.
    ------------------------------------------------------------------------
    
    Retrace your steps through the city, and during this period, you have to
    avoid the X-ATM092 another 3 times. The 1st is when you cross the cliff
    where you met Selphie; keep the d-pad pressed all the way to the left. 
    On the next screen, WALK slowly by coupling 'Triangle' (U.S) or 'X'
    (Japanese) with the d-pad or you'll have to do battle again. Don't worry,
    the X-ATM092 won't be able to get to you if you do this scene right.
    
    Upon reaching the bridge, run to the 4th lamp post; the X-ATM092 
    should leap over you at this point. Stall for a while (about 2 to 3
    seconds), then move to the lamp post to your left. This should cause
    the Black Widow to jump over you again. Turn back and head right all
    the way from here.
    
    At the next screen, dash towards the dog and tap 'X' (U.S) or 'Circle'
    (Japanese) repeatedly to make it run away. In the event that you have
    to fight again, use the same strategy, and try to keep your HPs above
    110 as the Ray-Bomb tends to hit for around 100 plus.
    
    After the last alleyway, the game switches to a CG movie, showing 
    Squall's breathtaking escape from the X-ATM092. Strangely enough, if 
    you choose, you can enter the cafe Squad C came out from; the X-ATM092 
    should miss you completely, and you're free to run at your own pace and 
    save on the way. The downside? You'll miss the cool FMV and lower your 
    SeeD ranking.
    
    ########################################################################
    1g. [Exploring Balamb City]
    
    Draw Points: Thunder, Cure
    Magazines: Timber Maniacs (Balamb Hotel OR Train Station)
    Blue Magic: Ultra Waves
    ########################################################################
    
    You're free to explore Balamb City now and take in the sights of this 
    scenic port town. Gain a few levels, then proceed back to Balamb Garden. 
    
    Side events: Caterchipillars (caterpillars in Balamb's forests) give 
    you Spider Webs. It's an essential item in weapon upgrading; Spider
    Webs also net you Quistis' Blue Magic, Ultra Waves. Keep one of these
    in your inventory after you've used one on Quistis.
    
    You'll also come across you first edition of 'Timber Maniacs' at 
    the Balamb Hotel. These detail the adventures of Laguna Loire, a man
    you'll certainly be hearing more about in times to come. You can view
    all the issues of Timber Maniacs you've collected by accessing the
    homepage of the 'School Festival Committee' via Squall's study panel
    on the 2nd floor classroom of Balamb Garden. However, this option
    won't appear until the later parts of Disc Two.
    
    If you can't seem to find the magazine at the Hotel, then try looking
    for it at the train station, right behind the red and white sign-post
    there. It seems to alternate locations. 
    
    There's also a copy of Timber Maniacs at Zell's house, but it's a fake.
    
    #######################################################################
    1h. [Inauguration Ceremony at Balamb Garden]
    
    Area Info: Unchanged
    #######################################################################
    
    Cid will ask how the battle went:
    - Felt good. *
    - Scared to death.
    - ... Whatever.
    Head on over to the right, where Seifer is reprimanded for ignoring 
    orders. The intercom relays a message, saying that all the 
    participants are to gather at the 2nd floor. Talk to everyone there, 
    and when Squall tries to leave, the results are announced.
    
    <!> Tip:
    I've been getting mail from people saying nothing happens at the 2nd
    Floor; just keep in mind this is a timed event, and that the results
    will only be announced after a certain amount of time has elapsed. So
    if you wanna kill time at the 2nd Floor, trying walking instead of
    running, and when you've talked to everyone here, take a leisurely
    stroll to the end of the corridor (it's a dead end), then stroll
    back... by the time you do this, the Garden Faculty should've 
    appeared.
    
    Squall, Zell, Selphie and another person (Nida) are proclaimed 
    official members of SeeD. Be sure to talk to Cid again before you 
    leave; he'll grant you your 'Battle Report', which shows the number 
    of steps taken, fights you fought, and times you escaped). This now
    appears in your 'Tutorial' sub-menu, under 'Information'.
    
    SeeD Ranking System:
    
    {U.S version}
    
    Conduct: Reach the shore at Dollet with 25:00 left on the clock to
             score 100.
    Judgment: Defeat Ifrit in the Fire Cavern with at least 0:07 left on
              the clock to score 100. 
    Attack: Defeat 75 enemies in total. This number does not take into
            account enemies downed by G.Fs.
    Spirit: Never escape (except for the FIRST Black Widow fight) from 
            battles to score 100.
    Attitude: Don't converse with anyone in Balamb City before the Dollet
              mission, ignore all Squad A and C members while in Dollet,
              leave the defeated Biggs alone, follow all of Seifer's orders,
              do not take the short-cut at the cliff, save the dog from
              the X-ATM092 and refrain from hiding in the cafe.
    
    {Japanese version}
    
    Conduct: Fight the X-ATM092 once, and reach the shore within 5 minutes. 
             Do not enter the cafe Squad C came out of.
    Judgment: Complete the Fire Cavern using 30 minutes with Squall at
              level 7 to 9 to score 100.
    Attack: Emerge victorious in combat 60 times.
    Spirit: Never escape (except for the FIRST Black Widow fight) from 
            battles.
    Attitude: Don't converse with Squad A or C, follow all orders, no
              short-cut at the cliff, reach the communication tower
              within 18 minutes, and save the dog at the central square
              from the X-ATM092.
    
    <Both versions>
    
    Defeating the X-ATM092 on the bridge nets you a perfect score of lv.
    10. In addition, a 'Bonus' segment will be added to the ranking
    criteria.
    
    You should get a decent score of rank 8 if you followed my guide. Rank 
    10 is attained by defeating the X-ATM092. The SeeD Tests should also 
    be made available to you now in the menu screen; Squall has to be at 
    least lv. 30 to open up all 30 papers. 
    
    Attaining full marks in a test increases your SeeD ranking by 1. You
    can refer to the SeeD Ranking section in the earlier parts of this
    document for the test answers. Be sure to sit for Tests occasionally
    throughout the entire game.
    
    Squall'll be paid his salary as he proceeds in his quest. The sum you
    get is determined by your SeeD Rank.
    
    Change into your slick military garb after the inauguration ceremony, 
    and prepare yourself for the inauguration party.
    
    At the dinner and dance party that night, Squall will meet Rinoa for 
    the 1st time. But not before Selphie asks Squall to join the School 
    Festival Committee:
    - Yeah, I guess so. *
    - ......
    Selphie won't pose this question if you've agreed to join the Committee
    when you spoke to her at the Quad during the start of the game; this
    would be before the Fire Cavern section.
    
    After the dance scene, Quistis asks of Squall to meet her at the 
    training center; Squall wonders what she's up to. Change into your 
    normal attire, and save your game. Head for the Training Center.
    
    ########################################################################
    1i. [Balamb Garden: Training Center]
    
    Enemies: Grat, T-Rexaur
    Draw Point: Blizzard
    ########################################################################
    
    The Training Center is a relatively short dungeon, but contains some 
    of the more powerful enemies you've met so far. While the mutated 
    plants are easy enough to dispose of, you'd better run when a T-Rexaur
    appears. Defeating it nets you 'Dino Bones' (Quake magic is refinable
    from it), but such items are useless at this point in the game. Btw,
    which route you take at the start doesn't matter.
    
    Anyway, save when you reach a Save Point, then head on towards the 
    nearby door. 
    
    Side events: The T-Rexaur is defeatable, but you'll need the 'Blind'
    spell you picked up at a Draw Point in Dollet. Cast it on the
    dinosaur, followed by Blizzard spells or Shiva. Dino Bones are
    required for weapon upgrading much, much later. The plant-like Grats
    here offer a plethora of status ailments spells, which are useful
    for junctioning spells to status defense or attack.
    
    Once done, save, then retrace your steps to the exit. The two will 
    chance upon a mysterious girl being attacked by a flying creature.
    
    ------------------------------------------------------------------------
    BOSS: Granaldo  HP: 1,538  Weak: Wind  Draw List: Sleep, Shell, Blind
                    AP: 5
    BOSSES: Raldo x3  HP: 223  Draw List: Fire, Thunder, Protect
                      Total AP: 3
     
    This critter is accompanied by 3 flunkies, so just use a G.F. to take 
    them out first right at the start of the fight. After that, draw 
    'Shell' magic from Granaldo before offing it at your own leisure. It's 
    pathetically weak once you get rid of its flunkies. Try putting the
    Granaldo to sleep with its 'Sleep' spell.
    ------------------------------------------------------------------------
    
    ########################################################################
    1j. [Balamb Garden -- Timber Mission Briefing]
    
    G.Fs: Diablos (Magical Lamp)
    Magazine: Weapons Monthly April (Squall's desk)
    Rare Card: Diablos
    ########################################################################
    
    Go back to the dormitory, where Zell informs Squall that he's been 
    given a private room. Rest up, and when Selphie tells Squall to meet 
    at the Main Entrance in the morning, pick up the April issue of Weapons 
    Monthly from Squall's desk in his room.
    
    Cid and a Garden Faculty will brief you on your 1st SeeD mission, 
    saying an organization has sought the assistance of SeeD. Squall and 
    co. are to leave immediately for Timber where they should meet up with
    the organization. Cid gives Squall a 'Magical Lamp' as well (talk to
    him again for this).
    
    You're supposed to head on over to Balamb City, but since you've got 
    the Lamp already, I suggest you save 1st, and making sure everyone in
    your party has a decent Magic rating, use the 'Magical Lamp' in the
    menu screen to collect another G.F.
    
    ------------------------------------------------------------------------
    ENEMY G.F: Diablos  HP: Variable  Weak: Wind  Draw List: Cure, Demi
                        AP: 20
     
    If you aren't careful, he'll mess up your party pretty bad, so be sure 
    to have stock-piled curative items and spells. Once the battle begins,
    have everyone draw and stock Demi from Diablos (note that you'll need a
    decent Magic parameter for your party members in order to do so). 4 or
    5 stocked Demi spells per person should be adequate.
    
    Now draw and cast Demi on Diablos, it should hit him pretty hard
    initially. Keep at this until you can do only 1 or 2 digit damage to
    Diablos with a Demi spell, then finish him off with your most powerful
    G.F or a Limit Break.
    
    Diablos can either attack you with a lunge or a single Demi spell;
    heal these with Cure spells. However, if he casts Gravija, don't bother
    about using any Cure spells; rather, have either Squall or Zell pop
    in a quick limit break, then cast your stocked Demi spells on Diablos.
    He'll actually retaliate by healing your party with Curaga. Btw, he's
    easier to defeat at lower levels. I managed to down him when Squall
    was at level 11.
    
    (note: 'Gravite' has been translated as 'Demi' in the U.S version)
    ------------------------------------------------------------------------
    
    When you've received Diablos as a G.F, I suggest learning these 3 
    abilities first: Mug, Encounter Half and Encounter None. They will
    come in handy as the game progresses. Especially Mug, although that
    character ability will take quite a while to learn (200 A.Ps).
    
    And while Diablos seems awfully weak at this point, note that his
    attack is Gravity-based. At lower levels, he's only capable of
    lopping off about one tenth of an enemy's total (not remaining) HP.
    
    Side Event: Try paying a visit to the Library with Zell for a random
    event involving a secret admirer. At first only her girl-friends will
    drop hints, but returning here often (whenever possible) lets you view
    the full set of sequences. The 1st scene you should view here will be
    Zell enquiring about a book. The reward for this side quest isn't
    all that great though, so you can pretty much choose to ignore this.
    
    ########################################################################
    [Balamb City: Train Station]
    
    Magazines: Pet Pals Vol. 1 (Train)
    ########################################################################
    
    <!> Tip:
    If you're in need of cash, run around for a while until Squall receives
    his SeeD payment.
    
    After buying a ticket for 3,000 Gil at the train station, board the 
    train. Bypass the ticket machine, then follow Zell into the room. 
    He'll find Vol. One of 'Pet Pals', and ask Squall if he knows about
    Timber's current situation:
    - I don't care.
    - Not too much. *
    Zell informs Squall a little more on Timber, a small country invaded
    and captured by Galbadia 18 years ago.
    
    ########################################################################
    1k. [Laguna Dream Sequence Part One: Eastern Forest & Deling]
    
    Enemies: Funguar, Geezard
    Draw Points: Cure, Water
    ########################################################################
    
    These 3 (Ward, Kiros and Laguna) inherit the status of whoever fainted, 
    so bear this in mind. Well, the run through the jungle is fairly 
    straight-forward. Use the fallen tree to walk over the small stream 
    when you reach it, and then mount the vehicle at the end.
    
    [Galbadia: Deling City]
    Just as Laguna parks the vehicle, 2 more appear, conveniently blocking 
    your way to the other parts of Deling City. Ignore them for now, and 
    run to the lower-right (the upper right street leads to an arch, which 
    is of no value right now). 
    
    Transverse the city streets until you reach Galbadia Hotel. Save, then
    head off to the right staircase. Converse with the waitress, who'll 
    ask you to take a seat:
    - (I'm walk around a bit first.)
    - (Alright, I'm there!) *
    - (Huh? Excuse me?) 
    The 2nd option lets you hear a nice little piano piece by Julia, an 
    aspiring pianist and singer. Laguna himself gets all nervous when she 
    asks of him to meet her in her room upstairs. Return upstairs to the 
    reception counter:
    - Which is Julia's room? *
    - Ahh... nothing.
    (note: the darker bracketed speech bubbles you see in Laguna's
           scenarios are the reactions of Squall's party)
    
    #######################################################################
    1l. [Timber Tracks: Hijack Operation]
    
    Magazines: Pet Pals Vol. 2 (Resistance Base)
    Rare Card: Angelo (Watts)
    #######################################################################
    
    Squall, Selphie and Zell wake up at this point, and are surprised to 
    find they all shared the same dream. Squall makes a note to report 
    this to Principal Cid as they disembark from the train. Speak to the 
    man waiting on the steps:
    - But the moogles are still here.
    - But the chocobos are still here.
    - But the Owls are still around. *
    The 3rd option is the password. Taking either the 1st or 2nd option
    results in a rather amusing scene where Watts almost gets knocked down
    by a train ^_^
    
    [Resistance Base]
    Once on board the train, Zone and Watts will formally introduce 
    themselves as the leaders of the 'Forest Owls', and ask of Squall to 
    wake their 'princess' up. Squall complies, but not without a few 
    threatening remarks first.
    
    Side event: Watts holds Angelo's card, a rare card. You can win it
    from him if you so wish, or wait until later in the game.
    
    Head into the other sections of the train (take note of the Save Point
    in one of the cabins), into the nice flowery pink room. Rinoa will
    recall meeting Squall at the dance party, and requests him to proceed
    to the briefing room. Her dog, Angelo, will also make an appearance
    here. You will be asked to name both of them; again, this walkthrough
    will use the default name settings.
    
    It seems that President Deling of Galbadia will be passing through 
    Timber on a train. The trio hatch a plan to capture him, and just for 
    your reference, I've included a little diagram to show the entire 
    procedure.
    
    =========================[Dummy Car]-[Resistance Base]================
    
    ==[Locomotive]-[1st Escort]-[Prez's Car]-[2nd Escort]=================
    
    Basically, you'll have to leap from the Base onto the 2nd Escort, 
    run to detach the 1st Escort from the Prez's Car, thus allowing the
    Dummy Car and the Base to slip in between the 1st Escort and the
    Prez's Car, then uncouple the 2nd Escort, causing the Base to break
    away along with the Prez's Car, leaving the Dummy Car in place of the
    latter. Relax, you don't have to memorize the procedure.
    
    Rinoa will let Squall have a practice session at entering passwords;
    press L1 to exit when you're through. Did you understand the briefing?
    - Yes.
    - Explain it again.
    I'll leave this up to you.
    
    The bulletin board in the upper-right of the planning room has copies
    of Anarchist Monthly pinned onto. These provide information on Vinzer
    Deling's ascension to power.
    
    Save, then talk to Watts. He'll ask Squall if he's ready:
    - Not yet.
    - Yeah. *
    
    <!> Tip:
    Some people have written in complaining that instead of asking Squall
    if he's ready, Watts asks for a game of Card Battle instead... try
    speaking to Watts with the 'X' (U.S) button and NOT the 'Square'
    button... these two have different functions in ff 8.
    
    [Hijack Operation: Timber Railway Lines]
    Your 1st action is to leap across to the 2nd Escort. Do this by
    hitting the 'Jump' button ('X' for the U.S. version, 'Circle' for the
    Japanese version) when the 2 carriages are relatively close together.
    You'll be working against a 5 minute timer, so make it quick.
    
    Next, Squall will have to work his way across the car. Just stay put
    and observe the guards... who discover that none of their sensors are
    working. Scoot across to meet up with the rest, before the Galbadian
    troopers repair the sensors.
    
    Assuming you let the guards repair the sensors, and happen to be
    directly above when the blinds are open, here's how you should react:
    Blue guards (sound sensors): Halt.
    Red guards (temperature sensors): Don't stop, and keep moving.
    Time your movements accordingly.
    
    3rd involves detachment of 1st Escort. Zell and Selphie will watch 
    out for the guards, so whenever they call out, just rappel up. Here's 
    the sequence:
    
    1. Rappel down with 'down' (duh.)
    2. Rinoa will give you a random password.
    
       For the U.S. version:
    
                         <Triangle=4>
       <Square=3>                            <Circle=1>
                         <Cross=2>
    
       L1=Scroll screen to the left
    
       For the Japanese version:
    
                         <Triangle=1>
       <Square=3>                            <Circle=2>
                         <Cross=4>
    
       L1=Scroll screen to the left
    
       So if it's 1 4 2 3 in the U.S. version, you would enter O, T, X, S
       (in the space of 5 seconds, mind you).
    3. Basically, you should attempt to enter 2 passwords, then rappel up. 
       Wait for the 2 guards to pass by and return before going down again.
    4. You'll have to enter 3 passwords for this one.
    
    The 4th step is the detachment of the 2nd Escort. You'll need to 
    enter 5 passwords now instead of 3; this time you'll have to look out 
    for guards yourself with R1. Step 3 above still works though, so the 
    guards shouldn't be a problem. Do this right the 1st time and your 
    SeeD ranking will be raised. The whole operation should take you less
    than 3 minutes.
    
    Well, after all that talk, junction your members (excluding Rinoa) and
    save, then do yourselves a favour by returning to Rinoa's room to pick
    up the 2nd volume of 'Pet Pals'. Converse with Rinoa again when you're
    ready to go:
    - Not yet.
    - Yeah. *
    Rinoa and company will finally meet up with Deling, but he turns out to
    be a fake one.
    
    ------------------------------------------------------------------------
    BOSS: Fake President  HP: 532  Draw List: Cure
    
    Easy enough. You can stock up on 'Cure' spells if you wish.
    
    BOSS: Gerogero  HP: 2,750  Weak: Holy, Fire, Earth, Heal  
                    Strong vs.: Poison
                    Draw List: Esuna, Double, Berserk, Zombie
                    Total AP: 20
    
    This guy likes to cast various status ailment spells on you, so come 
    equipped with various curative items, or simply the ability to draw
    Esuna from him. Attack Gerogero with Fire-junctioned Elemental Attacks,
    Cure spells and G.F. Ifrit.
    
    This tactic applies only to the Japanese version: one Phoenix Down is
    all it takes to kill Utoku. Now that you know that, you might still
    want to spend some time drawing Esuna and Double from him though. This
    also works in the U.S version, but chances are that it has a higher
    percentage of missing Gerogero.
    ------------------------------------------------------------------------
    
    Gerogero had a different colouration in the Japanese version; most of
    the blue areas on him were actually red.
    
    After the fight, the party'll discuss the next course of action. 
    Supposedly, Deling is scheduled to make a speech at Timber TV Station 
    soon, so your next plan would then be to snoop around for info into 
    getting to the broadcast station. 
    
    Make a party of 3. I suggest you bring a weaker character as the 3rd
    party member; there're some opportunities to gain a few EXP here.
    Talk to Watts to leave.
    
    ######################################################################
    1m. [Timber] (note: Rinoa joins you here; she starts off at lv. 11)
    
    Enemies: G-Soldier, Elite Soldier
    Draw Points: Blizzaga, Cure, Scan
    Magazines: Pet Pals Vol. 3 and 4 (Pet Store)
               Girl Next Door, Timber Maniacs (Timber Maniacs)
    ######################################################################
    
    While Timber's topography isn't exactly the most confusing ever in
    ff 8, I guess I'll do no harm by providing you guys with a map, right?
    Here you go:
    
             Timber TV Station
                    |                              (Desert)
                    |                                  |
                    --------------------------------\  |
                                                   Pub-+------
                                                       |     |
                                                      Shop   |
                      Timber Maniacs   Forest Foxes          |
                         Building           HQ               |
                             |               |               |
                             ---------------------------------------
                             |                                Owl's|   |
            |       |        |                                Tears|   |
            | Local |(Resist.|                                     |---|
    (Balamb)| Goods-| Train) |                                     |   |
            |       |    |   |   Junk Store  Hotel                     |
            --------+-----------------+--------+---------\         (Dollet)
                    |                                    |
          Pet Store-|                                    |
                                                         |
                                                     Main Gates
    
    *the bracketed locations mean that they're train platforms, and where
     each train is bound. After the events in Timber, the (Resistance
     Train) station becomes (Deling City).
     
    There'll be Galbadian guards around, so take time off to draw a few 
    spells from them. You might want to purchase Pet Pals Vol. 3 and 4 
    from the Pet Store near the station which runs towards Balamb. All 
    trains are non-operational at this time. 
    
    There'll be a few instances when you need to combat the Galbadian 
    soldiers, and resting is accomplished by heading to 'Owl's Tears', 
    which is right at the outskirts of town. It's this little cabin with 3 
    persons living inside. Tell the old man that you like beverages
    (2nd option), and examine the tap to the left to heal up. However, if
    you plunder the 500 Gil from the cupboard beneath the television (just
    examine the cupboard repeatedly), you lose this service.
    
    You might also want to check out Timber Maniacs, which Laguna worked as 
    a journalist for. There's a copy of an adult magazine (Girl Next Door) 
    and Timber Maniacs to be picked up here among the stacks of books in
    the lobby and editing room respectively. The dark room in Timber
    Maniacs hides a 'Blizzaga' draw point as well.
    
    Btw, there's a guy clad in a grayish-green jacket outside Timber
    Maniacs; be sure to encourage him to receive a mediocre item from him
    later on in Disc Two.
    
    The house next door has a lady who will speak of an alleyway behind the 
    Pub which leads to the TV Station. Once you're done, head on over to 
    the Pub, by taking the stairs at the juncture in the next screen. 
    
    2 conversing Galbadian soldiers will mention about having obtained a 
    Card; kick their butts to receive a lame monster card. There's an
    item shop to the left, so go ahead and purchase any goods before
    entering the Pub.
    
    There's a drunk man blocking the exit to the backlane inside:
    - Observe.
    - Talk to him. *
    Squall will have to respond to his demands for a drink:
    - Buy him a drink.
    - Tell him about the cards. *
    - Do nothing.
    He'll give you a Tonberry card, and move out of the way when you select
    the 2nd option.
    
    You can also choose to buy him a drink, but you won't receive anything
    in return. Talk with the woman to the left to know the drunk's
    favourite type of drink, then observe the drink the drunk's holding.
    Here's a list:
    
                     [Red]          [Yellow]          [Green]
    [Sweet]          Mimett         Curiel            Tantal
    
    [Bitter]         Krakka         Sylkis            Reagan
    
    Outside, save, and follow the path to the TV Station. Rinoa, upon
    seeing the tight security around the place, decides to switch to a less
    subtle way of getting into the TV Station... much to the displeasure of 
    Squall, who's annoyed by the way she changes her mind so quickly. 
    
    Rinoa asks him to voice his opinions:
    - Yeah, I'll tell you. *
    - Forget it. 
    It seems that Squall will still tell Rinoa off no matter which you 
    choose though. You'll have the option of continuing or stopping:
    - ... Guess I'll follow up.
    - Well, just leave it at that. *
    Hurt, Rinoa runs off on her own, just as the programme starts.
    
    Vinzer Deling, President of Galbadia, will commence his speech. He 
    starts to introduce his ambassador, a sorceress, but before he
    announces her name, his broadcast session is disrupted. Head for the
    TV Station immediately.
    
    Zell, in the midst of the commotion, unknowingly lets slip Garden has 
    dispatched them to deal with the situation in Timber. Follow Quistis.
    
    The party has to get out of Timber after things have gotten ugly. Upon 
    leaving the 'Foxes of the Forest' (the house next to Timber Maniacs), 
    Watts, disguised as a Galbadian soldier, tells them that a train is 
    bound for Dollet at the station, and to take care of Rinoa:
    - Ok (I have my orders).
    - Ok (You be careful, too).
    I'll leave this up to you.
    
    Retrace your steps, meet up with Zone (dressed as an old man), who'll
    pass you your tickets. Proceed right from here for the (Dollet)-bound
    train.
    
    Board the train?
    - Get on. *
    - Not yet.
    You'll have the option of talking to Zell in the train carriage:
    - (Leave him alone.) *
    - (Stay put.)
    Take the 1st option to advance the storyline.
    
    Actually, while the story requires you to drop off at the East Academy 
    Station, I suggest you give that a miss and alight further on at Dollet. 
    
    #######################################################################
    1n. [Dollet and Timber Revisited] <optional>
    
    Draw Points: Silence (Dollet)
    Magazines: Timber Maniacs (Hotel Dollet, Dollet Pub, Timber Hotel)
               Occult Fans Vol. II (Dollet Pub)
    Rare Cards: Siren (Master Card Player, 2F Dollet Pub)
    #######################################################################
    
    While pretty much a scenic port town, Dollet has a number of 
    interesting events and items. First off, check out the hotel rooms for 
    an issue of 'Timber Maniacs'. 
    
    Further down the streets, at the Pub, a man on the 2nd floor (he's the 
    one to the left) will play cards with Squall. If you manage to defeat 
    him (the 'Random' rule in Dollet makes it kinda hard...), he'll lead you 
    to his private room. There's also a copy of Timber Maniacs on the 2nd
    floor of the Pub.
    
    Check out the magazines on the floor (make sure you look at them from
    every angle, sometimes you'll find different stuff for each of the 4
    sides of each stack) for 'Occult Fans Volume II'. And if you're really
    eager to complete your card collection, Siren's card is winnable from
    the same guy, who's also known as the Master Card Player.
    
    One of the houses has a painting hanging in the center... Squall has to 
    look for a mutt around Dollet (each painting has a bone which gives the 
    location of the dog outside the house). There's a total of 3 locations; 
    you can get a free Potion, Phoenix Down and Soft (Gold Needle) for your 
    efforts. If you do this in Disc Three, you'll get a Potion, Mega-Potion
    and an Elixir instead.
    
    The Dollet trooper to the left of Hotel Dollet denies Squall access to
    the comms. tower; talk to him twice to bust through. I've no idea
    what this is for, but you get a pretty amusing sequence at the end of
    the path with the bumbling Galbadian troops.
    
    [Timber Re-visited]
    Look for a copy of Timber Maniacs at the now-open Timber Hotel.
    
    There'll be a guy standing on the bridge near Timber Hotel; talk to 
    him with a female companion (i.e. Rinoa or Quistis) in your party to
    receive a free Potion. He appears randomly, and you can do this as
    many times as you wish to stock up on Potions.
    
    ######################################################################
    1o. [Timber Region: Obel Lake and Roshfall Forest] <optional>
    
    Enemies: Funguar, Geezard
             Thrustaevis (Fields)
             Wendigo, Anacondaur, Cockatrice, Ochu (Forests)
    Blue Magic: Electrocute 
    ######################################################################
      
    Obel Lake on the world map has a strange shadow in the water who'll 
    chat with you about its missing monkey when you hum (2nd option)... 
    I'll detail this event later on in the walkthrough.
    
    And as for Roshfall Forest, it's on the opposite bank of where the
    water-dweller lives, that huge patch of forest. The bottom left window
    in your Menu screen tells you the name of your current location. Both
    Obel Lake and Roshfall Forest are to the north of Timber.
    
    Wendigo (a headless freak which resembles a wild gorilla) roams in 
    this forest, and gives up 'Steel Orbs' upon its defeat. Get at least 2
    of these. When mugged, the Wendigo provides you with 'Steel Pipes',
    but it's highly unlikely you've learnt the 'Mug' character ability
    from Diablos at this point. Just keep this point in mind for now.
    The Steel Orbs will be required later on for weapon remodeling; if
    you're having trouble defeating the Wendigo, put it to sleep first
    with a 'Sleep' spell, then use your G.Fs.
    
    Also, Cockatrices (birds with yellow chests and a green belly) are 
    present in the forests. You can receive Coral Fragments (lets Quistis 
    learn another Blue Magic, Electrocute) when they're at levels 1 to 19.
    
    #######################################################################
    [East Academy Station and Eastern Forest]
    
    Area Info: None.
    #######################################################################
    
    The eastern forest lies between 2 cliffs, west of the East Academy
    station. Before you enter, make sure both Quistis and Selphie are
    properly junctioned.
    
    Rinoa will come to comment on the way Squall treats his comrades so
    coldly.
    
    ######################################################################
    1p. [Laguna Dream Sequence Part Two: Centra Excavation Site]
    
    Enemies: Esthar Soldiers, Gesper, Elastoid
    Draw Points: Sleep, Confuse, Cure
    Blue Magic: Degenerator
    ######################################################################
    
    In typical Laguna fashion, he realises that he had brought the wrong
    map for this patrol. Still, he has a bad feeling about this:
    - Nah, just my imagination. *
    - Yeah, a bad feeling...
    The run through the mines can be very straight-forward, depending on
    how you tackle it. However, I'll give you the full set of events here.
    
    Proceed forward to battle 2 sets of Esthar soldiers. There'll be a 
    fork in the road afterwards; take the right one. 
    
    Follow the path into the mines until it splits again. There's an 
    invisible 'Old Key' near the half-buried semi-circle structures, but
    Laguna loses it the minute he picks it up ^_^ Anyway, head to the left
    of the screen.
    
    You'll eventually come to 3 steel hatches set in the floor. Have 
    Laguna examine the switch on the center one (it's on the upper-right 
    of the hatch):
    - Tamper with it. *
    - Leave it alone.
    Head back a screen from where you came from, and laugh as the Esthar
    soldiers fall for Laguna's (crude) trap. Now return and try to do the
    same for the hatch on the right. However, Laguna won't be able to open
    it, so just ignore it for now. It'll open by itself after the events
    below, but you still must tamper with it first.
    
    Retrace your steps back to where you initially fought the 2 sets of
    Esthar soldiers. Take the left route now, and follow it until you
    reach a ladder. Descend.
    
    In the next screen, there's yet another 'Old Key' hidden among the 
    debris to the left of the screen.
    
    The path will lead to the same 3 steel hatches. Examine the left hatch,
    but Laguna decides not to tamper with it after all.
    
    Now return to where you located that 1st 'Old Key', and head upwards.
    The route should split here again; take the northern path to find a
    bomb detonator on the ground. 
    
    Examine it:
    - Press the blue switch.
    - Press the red switch. *
    - Forget it.
    Choose to hit the red switch first, followed by the blue one to 
    exterminate 2 batches of Esthar soldiers. Proceed onwards from here, 
    but keep a lookout for another boulder to the left, in an area 2 
    screens up from where you discovered the bomb detonator. Push it using
    'X' (U.S) or 'Circle' (Japanese).
    
    Making your way upwards, you'll find a save point. Save before heading 
    north.
    
    Now the trio have to combat a whole slew of miners (5 sets of battles 
    if you didn't trigger all of the traps here, or just 1 if you did); the 
    last one's 'Soul Crush' will drain Kiros and Ward's HP completely, so 
    remember to cure your injured members when you regain control of Squall. 
    Laguna makes a valiant attempt to save his friends' lives...
    
    Btw, while the tampering of hatches may seem totally irrelevant at
    this point in time, it'll enable you to pick up a few nifty items much,
    much later on in the game, when Squall's party returns to this dungeon.
    Trust me, the extra trip's worth it.
    
    Side events: Gespers (over-sized blue headed creatures) and Elastoids
    (flying brown stools) make their appearances here, but they're extremely 
    rare. If you're lucky enough to encounter them, the former will net you 
    a Black Hole (lets Quistis learn 'Degenerator') and the latter's card, 
    when modified gives you a Steel Pipe. The Elastoid is known as the
    Invincible in the Japanese version.
    
    You'll face 2 types of Esthar soldiers here: the human and the cyborg.
    The latter are much more dangerous, so you should make it a point to
    defeat them first in combat. Cyborg soldiers appear darker compared
    to human ones.
    
    
                         ++++++++++++++++++++++++++++
                         2. A s s a s s i n a t i o n
                         ++++++++++++++++++++++++++++
    
    ===================
    Sections appearing:
    ===================
    
    2a. G-Garden Region: Monterosa Plateau (optional)
    2b. Galbadia Garden
    2c. Galbadia: Deling City
    2d. Tomb of the Unknown King
    2e. Deling City: Prelude to Edea's Parade
    2f. The Parade Commences
    
    
    #######################################################################
    [Eastern Forest Continued]
    #######################################################################
    
    Squall decides to press on... no point thinking about the events that 
    just transpired. Galbadia Garden is right ahead.
    
    #######################################################################
    2a. [Galbadia Garden Region: Monterosa Plateau] <optional>
    
    Enemies: Belhelmel, Geezard, Blood Soul
    Weapons: Rising Sun (Rinoa)
    #######################################################################
    
    While in this area, you might want to encounter Belhelmels, spiky 
    masked creatures dangling in mid-air. Use Diablos' 'Mug' command 
    ability to steal Saw Blades from them, which are one of the items 
    required to upgrade Rinoa's weapon to a 'Rising Sun'. Couple one of 
    these blades with 8 Screws. Btw, Belhelmels also drop Saw Blades.
    
    ########################################################################
    2b. [Galbadia Garden] (note: Irvine joins you here; he starts off at
                                 lv. 13)
    
    Draw Points: Haste, Double, Shell, Life (Raise)
    Weapons: Ulysses (Irvine)
    ########################################################################
    
    Upon your arrival, Quistis makes a move first to contact the Headmaster 
    of this Garden. The PA system soon announces the party's next 
    destination: the Reception Room, which is accessed by hitting the 
    north-western exit in the Main Lobby, then climbing the stairs. 
    
    Before you do that, I suggest you explore around a bit first, and 
    familiarize yourself with the surroundings; you'll be back here later. 
    The glowing center of the Main Lobby hides a 'Haste' draw point; as does 
    the changing rooms of the skating rink (north-eastern exit from Lobby),
    which holds a 'Life' D.P. The Auditorium on the 2nd floor also 
    offers a 'Double' D.P. Apart from those, you'll find an assortment of 
    nice (but not rare) boss cards from the Galbadian Garden students.
    
    Make your way to the Reception Room afterwards. Talk with everyone
    inside, until Squall leaves in a fit.
     
    Head on over to the Main Lobby, where the ever lovable duo of Raijin and
    Fujin show up; they've come to deliver a message, and to find Seifer.
    
    At the main entrance, Martine, Headmaster of Galbadia Garden, briefs the 
    party on their new orders: both Balamb Garden and Galbadia Garden will 
    work together on a plan to assassinate the sorceress Edea, as requested
    by a certain general of the Galbadian army. Martine's known as Dodonna
    in the Japanese version.
    
    Irvine is the assigned sniper for the mission. And of course, he isn't 
    gonna miss his opportunity to get close to the females:
    - Yeah, whatever. (you can also take this for an amusing scene with 
                       the girls)
    - ... That's no good. *
    I suggest you take Irvine into your main party, especially if he's way 
    too low in levels compared to yours. And if you've got a Steel Pipe, a 
    Bomb Fragment (impossible to obtain now... use Quezacotl's menu ability
    'Card Mod.' to refine a lv. 4 Bomb card) and 2 Screws, you can upgrade
    Irvine's shotgun.
    
    Either way, head on over to the Far East Train Station in the south
    -west, making sure you've got at least 3,000 gil to spare, and board
    the Deling City-bound train.
    
    #######################################################################
    2c. [Galbadia: Deling City]
    
    Draw Points: Thundara
    Magazines: Timber Maniacs (Galbadia Hotel)
    #######################################################################
    
    Wait for a bus at the very first station you see, board it, then drop 
    off by hitting 'X' at the next stop, which would be Caraway's Residence.
    
    Talk to the guard on the extreme right: Squall and co. will have to 
    prove themselves first by obtaining a password from a nearby dungeon:
    - Ready to answer.
    - Buy a hint for 3,000 gil. (MIGHT lower SeeD ranking)
    - Buy a location displayer for 5,000 gil. *
    - Talk.
    - Have him escort us out of town.
    Well, you really need that displayer, so go on and pay him 5,000 gil. 
    Once you're done with that, it's time to explore Deling City.
    
                          Presidential Residence
           /-------------------------+----BUS >------------------\
           |                < BUS    |    BUS\/                  |
           |                         |                           |
           |                         |                           |
     BUS /\|                  BUS /\ |                     BUS /\|BUS \/
    General| \/BUS                   |                   Shopping|	
    Caraway+-------------------------|                     Arcade|
    Mansion|                  Arch of Triumph                    |
           |                         |                           |
           |                  BUS /\ |                           |BUS \/
           |                         | BUS \/              BUS /\|
           |                         |                           |
           |                         |                           |-Hotel
           |                 BUS /\  | BUS >                     |
           \-------------------------+---------------------------/
              |         < BUS  Deling Train Station
              |
    Car Rental|
              |
          Overworld
    
    *the arrow sign next to the 'BUS' icon tells the direction of travel.
     3 types of buses service the streets: one circles around the perimeter 
     clockwise, and 2 anti-clockwise in the interior.
    
    Pick up a partially hidden copy of Timber Maniacs on the 2nd Floor of
    Galbadia Hotel.
    
    #######################################################################
    [Galbadia Region -- Gotland Peninsula]
    
    Enemies: Thrustaevis, Geezard, Wendigo
    #######################################################################
    
    Draw a few 'Float' (Levitate) spells from Thrustaevis (flying blue
    eagle-like creatures) before heading over to the Tomb of the Unknown
    King, which is located to the north-east of Deling City on the
    Overworld. Look for a forest with a rock opening, right at the tip of
    the Gotland Peninsula.
    
    ######################################################################
    2d. [Tomb of the Unknown King]
    
    Enemies: Armadodo, Blobra, Forbidden, Buel
    Draw Points: Protect, Float, Cura
    G.Fs: Brothers
    Rare Cards: Brothers
    ######################################################################
    
    Holding 'Select' here brings up the map or closes it, and pressing 
    'Triangle' (U.S) or 'X' (Japanese) while viewing the map warps you out
    of here. The latter move will bring your SeeD ranking down though.
    
                              Northern Flood Gate
                                      |
                             ---------+---------
                             |        |        |
                             |        |        |
                        -----+-----------------+-----
                        |    |                 |    |
                        |    |    =========    |    |
              Western   ------    | Tomb  |    ------   Eastern
              Chamber---|    |    =========    |    |---Chamber
                        |    |        #        |    |
                        -----+--------+--------+-----
                             |        |        |
                             |        |        |
                             ---------+---------
                                      |
                                   Entrance
    
    *the '#' refers to the location of a bridge which appears in the course
     of the events below.
    
    Anyway, head up, and look for a light blue Gunblade on the floor. 
    Examine it and record down the (random) password. Write it down on
    paper. You can leave now if you want to.
    
    Side events: You'll want to get G.F. 'Brothers' here. From where you 
    found that Gunblade, follow the map to get to the Eastern Chamber:
    
    ------------------------------------------------------------------------
    BOSS G.F: Sacred  HP: 2,660  Weak: Poison, Wind  Strong vs.: Earth
                      Draw List: Shell, Protect, Berserk, Life
                      AP: 20
    
    Junction 'Aero' or 'Tornado' to Elemental Attack, then pummel away at 
    him. You can also junction 'Float' to Elemental Defense. Heal when 
    needed. Make sure to cast 'Float' on Sacred; this cancels his 'Regen'
    status. Hit him with your G.Fs if you don't have any wind-based spells
    yet. Draw a few Life spells if you can, they junction well to HP.
    ------------------------------------------------------------------------
    
    Moving on, head to the Northern Flood Gate, and dis-engage the dam to 
    allow the water to flow through via a chain to the upper-right. Make
    your way to the Western Chamber; examine the water-wheel to change its 
    direction of revolution.
    
    You might want to get out and save after this. Once you're ready, 
    approach the center of the Tomb from a South to North direction; a 
    bridge would've been laid out, granting you access to the bosses.
    
    ------------------------------------------------------------------------
    BOSS G.F: Sacred  HP: 2,660  Weak: Poison, Wind  Strong vs.: Earth
                      Draw List: Shell, Protect, Berserk, Life
                      AP: 20
    BOSS G.F: Minotaur  HP: 3,630  Weak: Poison, Wind  Strong vs.: Earth
                        Draw List: Shell, Protect, Berserk, Double
                        AP: 20
    
    Cast Float on your party as well as the bosses -- this cancels out 
    their Regen status and their combination attack (aptly called 'Mad Cow
    Special'). As always, junction 'Aero' to Elemental Attack if you can,
    and off the big guy first (Sacred), followed by Minotaur. They're
    capable of dealing out moderate sums of damage, but shouldn't pose too
    much of a threat. Summon your G.Fs too, and heal frequently.
    ------------------------------------------------------------------------
    
    The spirit departs for the nether world, and you'll get G.F. Brothers 
    plus 2 pretty good cards. Don't lose them... they'll come in handy 
    later on.
    
    G.F Brothers offer HP-J, Str-J and Spr-J. Useful if you want to have
    another party member who's adept at physical attacks, I suppose.
    
    A rare enemy here which only appears in parts where the path curves
    is the Forbidden (skeleton with 2 swords). He's capable of casting 
    Death, but you might want to turn him into a card, upon which 'Card 
    Mod.' nets you a 'Betrayal Blade'. Keep one of these. The Forbidden
    also drops Betrayal Blades at levels 1 to 19 when defeated.
    
    Another enemy, the shelled Armadodo (Esansuushi), offers Turtle Shells
    which you'll have to steal (you should have just about learnt G.F
    Diablos' 'Mug' character ability at this point; if you haven't, you
    aren't combating enough enemies! Try fighting the Fastitocalon-Fs along
    the coasts of Deling City for some A.P). Get 2 of these Turtle Shells.
    
    ######################################################################
    [Galbadia Region Revisited]
    
    Weapons: Flame Saber (Squall)
             Ulysses (Irvine)
    ######################################################################
    
    On a side note, if you missed getting the Steel Pipes earlier on,
    Wendigos wander the barren (brownish) areas near Deling City. Mug them,
    then combine 1 Steel Pipe, 1 Bomb Fragment (modify a lv. 4 Bomb card)
    and 2 Screws for Irvine's Ulysses if you haven't already done so.
    Wendigos seem to appear more frequently in night-shrouded areas.
    
    You'll want to obtain Squall's 'Flame Saber' now: it requires a 
    'Betrayal Blade', a 'Turtle Shell' and 4 Screws. Geezards (Haurizaados)
    in the same barren regions as the Wendigos drop Screws. The extra
    Turtle Shell I told you to get will be for later. And if you're
    wondering what on earth I'm talking about, try referring back to the
    section before this for the locations of the raw materials.
    
    ######################################################################
    2e. [Deling City Revisited: Prelude to Edea's Parade]
    
    Magazine: Weapons Monthly May (Sewers)
    Weapons: Maverick (Zell)
             Cutting Trigger (Squall)
    ######################################################################
    
    Tell the guard the password, then enter General Caraway's Mansion.
    Rinoa gets impatient while waiting and leaves to look for him, telling
    Squall not to follow her:
    - ... An order?
    - Meaning...? *
    The decision point does not appear in the U.S version.
    
    The party meets up with General Caraway (Rinoa's dad) eventually. He'll
    request Squall to keep Rinoa out of this mission before he starts the
    briefing. Basically, you have to divide yourselves into 2 groups:
    Sniper Team: Squall & Irvine
    Gateway Team: Quistis, Zell & Selphie
    
    Caraway then outlines the mission steps:
    1. Sniper Team to wait outside Presidential Residence before the
       parade.
    2. Gateway Team to wait inside Arch of Triumph.
    3. Parade commences, Edea leaves; Sniper Team to sneak into Presidential
       Residence, and lie in ambush from atop.
    4. Edea's float passes underneath Arch; Gateway Team to activate gates, 
       cutting parade movement off.
    5. Commence assassination. Hand-to-hand combat if assassination fails.
    
    You can hang around Deling City if you like, before proceeding to 
    Caraway's Mansion.
    
    On a side note, you should have 4 decent cards at hand now: Ifrit's,
    Diablos' and the Brothers'. Try playing some of the locals to win Grendel
    (lv. 2 cards depicting a beaked yellow monster with a blue back) and
    lv. 2 Mesmerize (pink horned horse-like creatures) cards. They can be
    modified via Quezacotl's 'Card Mod.' menu ability to obtain a 'Dragon 
    Fin' and a 'Mesmerize Blade' respectively.
    
    If you can't seem to find a Grendel card, you'll get your Dragon Fins
    later on in Disc Two. However, you should be able to win a few 
    lv. 2 Buel (ugly faces with spinning fins around them) cards. You've
    encountered them before, in the Fire Caverns and Tomb of the Unknown
    King. Modify 2 of these cards into 2 'Magic Stones'.
    
    Match a 'Dragon Fin' with a 'Spider Web' to upgrade Zell's weapon. 
    You can also link up a 'Mesmerize Blade' with 8 Screws for Squall's 
    'Cutting Trigger', a weaker version of his 'Flame Saber'. Head for 
    Caraway's Mansion when you're ready.
    
    And no, even though the name suggests it, I doubt the 'Flame Saber'
    does Fire-Elemental damage to enemies.
    
    [Caraway's Mansion]
    Rinoa suggests using a magical artefact which can supposedly curb
    Edea's powers; Quistis dismisses the idea furiously, saying that 'it's
    not a game'. The party then leaves, sans Rinoa. Follow Caraway.
    
    <!> Tip:
    After Caraway leads Quistis' party to the Gateway, he seems to
    disappear into thin air. Actually, if you look hard enough, he's
    walking among the crowd, towards the direction of the Presidential
    Residence. Some gamers have difficulty distinguishing him, probably
    attributed to the nature of his dark-coloured clothes. Follow him
    with Squall's party.
    
    [Arch of Triumph]
    Quistis wonders whether she was too harsh with Rinoa, and decides to 
    apologise to the latter. Return to Caraway's Mansion. (you don't have 
    to junction your G.Fs yet).
    
    [Presidential Residence] (note: You might want to junction Rinoa for a
                              while)
    Save as Rinoa, then look for a manhole to the right. Descend into 
    the sewers using it, then head left to pick up the May issue of Weapons 
    Monthly. Return to the previous save point afterwards. Climb the 
    various crates to get to the top. Follow the path (there's a ladder to 
    the left) to the roof-top. 
    
    [Caraway's Mansion]
    After that little twist, have Quistis examine the painting beside 
    Selphie, then pick up a glass cup from the shelves on the left. Head 
    into the leftmost background, and set the cup on the statue. 
    
    Descend into the sewers, ride the waterwheel on the left of the 
    screen, and keep heading upwards.
    
    #######################################################################
    2f. [The Parade Commences -- Presidential Residence]
    
    Enemies: Creeps, Red Bat, Grand Mantis (Sewers)
    Draw Points: Esuna, Zombie, Bio (Sewers)
    G.F: Carbuncle (Iguion)
    Magazines: Weapons Monthly May (Sewers)
    Blue Magic: Electrocute OR LV?Death
    Weapons: Slaying Tail (Quistis)
             Morning Star (Selphie)
    ######################################################################
    
    You'll take control of Squall from here. Follow Irvine (junction your 
    G.Fs afterwards), save, then climb the crates in the same way you did 
    with Rinoa. If you didn't get the May issue of Weapons Monthly from the
    sewers using Rinoa, you can do it now too. Head straight for Edea's
    Room to find Rinoa.
    
    <!> Tip:
    Be sure to have either Squall or Irvine equipped with the 'Draw'
    command; you'll need to acquire a G.F soon.
    
    ------------------------------------------------------------------------
    BOSSES: Iguion x2  HP: 1,151  Weak: Earth, Holy  
                       Strong vs.: Fire, Poison
                       Draw List: Esuna, Cure, (Break), Carbuncle
                       AP: 10
    
    Draw G.F. Carbuncle from these guys first (last option in draw menu), 
    then quickly dispatch one of them as they can hit you with Resonance, a 
    combination attack. Other offensive moves include Magma Breath (easily 
    countered by drawing Esuna from them) which slowly petrifies your 
    members. Use G.F. Brothers against them.
    ------------------------------------------------------------------------
    
    Carbuncle offers a character the ability to junction spells to Status
    Attack and Defense. Try sticking a 'Sleep', 'Stop' or 'Death' spell
    to Status Attack; it works pretty well against common enemies.
    
    Retrace your steps to the corridor in the previous screen, and open the
    hatch in the floor to the right. Go down and collect the rifle there.
    
    [Deling Sewers] (note: Junction G.Fs)
    The sewers may seem long and intimidating, but what you really have 
    to do here is to simply follow the path (there's always only 1 or 2 
    routes open to you at each point) until you loop around to get back 
    to your original starting point, which is the ladder you climbed
    down from previously to get to the Sewers. 
    
    Push the ladders down on the way, and use only waterwheels that spin 
    clockwise to make your way through. Some gates you'll have to open
    with the 'X' (U.S) or 'Circle' (Japanese) button. I'll give you the
    quickest way through:
    
    1. Follow the 1 way trail until you reach a ladder which you can
       collapse. You can cross it to reach a 'Esuna' Draw Point, but you'll
       have to retrace your steps back to the collapsed ladder.
    2. Moving on, the party will pass an unusable waterwheel, followed by a 
       ridable one. Head left first before riding it if you so wish for a 
       'Zombie' DP. There's also a 'Bio' DP south of the waterwheel.
    3. The previous waterwheel will carry you over to the other side, to yet
       another wheel. Jump onto this one. Follow the path south and cross 
       the upcoming 2 waterwheels.
    4. Collapse the next ladder you see... and you're back where you started 
       from. Head right from where you felled that ladder to another wheel. 
    5. Ride it, follow the trail and loop around at the end to save. Climb 
       the nearby ladder to reach the upper levels of the Arch of Triumph.
    
    Side events: Creeps (black shadows with 2 red eyes) offer 2 treasures: 
    some drop Curse Spikes (at levels 20-29) which net you Quistis' 
    'Level ? Death' and weaker ones drop Coral Fragments, which earns you 
    'Electrocute', yet another Blue Magic. You can learn 'LV?Death' later
    on in Disc Two, though.
    
    Those who find themselves missing the Coral Fragments can obtain it 
    via 'Card Mod.' Menu Ability, from Creeps' cards. 
    
    Another creature lurks only in the stairway leading to the sewers: 
    Grand Mantis, a huge scorpion-like monster. You can steal Sharp Spikes 
    from it, opening access to weapon upgrades for Quistis (the Slaying
    Tail; 2 Magic Stones and 2 Sharp Spikes) and Selphie (the Morning Star; 
    2 Steel Orbs from the Wendigo or by modifying its card and 1 Sharp 
    Spike). You can't get to a Junk Store for now, but hold on to those
    items. Btw, save an extra Sharp Spike for later, too.
    
    [The Galbadia Parade]
    When Zell tells you to, control Quistis and hit the control panel to 
    the left to drop the gates. However, Irvine shows his weak side at this 
    crucial point, and finally Squall coaxes him into firing the decisive 
    shot. Junction G.Fs to your characters now.
    
    ------------------------------------------------------------------------
    BOSS: Seifer  HP: 870  Weak: Poison  
                  Draw List: Fire, Cure, Life  AP: 0
    
    Steal Hero's Medicine or Holy War Medicine (it's all random) from him. 
    Other than that, you may want to junction Fire to Elemental Defense for 
    Squall before taking on Seifer. The latter also has Life magic, which 
    I suggest you draw and stock. Other than that, hit him with G.Fs or the 
    Gunblade for a quick kill.
    
    Hero's Medicine is simply known as 'Hero' in the U.S version. Same
    thing for Holy War Medicine (Holy War). One more thing: 'Raise' has
    been translated as 'Life' in the U.S version.
    
    BOSS: Edea  HP: 6,700  Draw List: Cura, Dispell, Life, Double
                AP: 20
     
    Edea's arsenal consists of various level 3 elemental spells, so minimise 
    damage with Shell magic. You can also cast Carbuncle G.F, thus resulting 
    in Edea using Dispell to break your 'Reflect' status. Take this 
    opportunity to attack her, or to draw Double magic from her. A bit on 
    the difficult side, but she has friendly drawable spells such as Cura 
    and Life, which you can exploit to your own advantage.
    ------------------------------------------------------------------------
    
    
    END OF DISC ONE
    ========================================================================
    
                                   <DISC TWO>
                      ++++++++++++++++++++++++++++++++++++
                      3. E d e a  t h e  S o r c e r e s s
                      ++++++++++++++++++++++++++++++++++++
    
    ===================
    Sections appearing:
    ===================
    
    3a. Laguna Dream Sequence Part Three: Winhill
    3b. D-District Prison
    3c. Galbadian Desert
    3d. Missile Base
    3e. Takeover at Balamb Garden
    3f. Mobile Balamb Garden
    3g. Fishermans Horizon
    3h. Garden Festival
    3i. Timber Revisited 2 (optional)
    3j. Winhill Revisited (optional)
    3k. Balamb City Under Siege
    3l. Winter Island: Shumi Tribe Village (optional)
    3m. Centra Ruins Region (optional)
    3n. Kashkabald Desert (optional)
    3o. Trabia Garden
    3p. Trabia Region (optional)
    3q. Shumi Tribe Village Revisited (optional)
    3r. Miscellaneous Updates Part One (optional)
    3s. Invasion -- Balamb Garden
    3t. Invasion -- Galbadia Garden
    
    
    #######################################################################
    3a. [Laguna Dream Sequence Part Three: Winhill]
    
    Enemies: Bite Bug, Caterchipillar
    Draw Points: Curaga, Dispel, Drain, Reflect
    #######################################################################
    
    Ellone comes to inform Laguna that a visitor is waiting for him at 
    Raine's pub. Head on over there, where Kiros will make an appearance:
    - (What's Ward up to?)
    - (Tell me about Julia.)
    - (...Where am I?)
    - (Let's talk later...)
    
    *spoiler here... skip this paragraph if you wish*
    Laguna learns that Ward has quit the army and found a new cleaning job 
    at D-District Prison, and of Julia marrying a certain Caraway after
    Laguna failed to return.
    
    Soon, Laguna has to leave for his daily patrols -- Kiros decides to 
    join him. Junction your party before setting off.
    
    Make your way to the southern-most edge of the village, and along the
    way Kiros finds out Laguna's doing this to repay the residents who
    helped him when he was brought in seriously injured. Kiros suggests an
    alternate job at Timber Maniacs, which Laguna shows some interest in.
    
    Retrace your steps back to the pub when you're done, where you'll hear 
    a bit about Raine's feelings towards Laguna. Return to Laguna's 
    residence thereafter.
    
    Side events: The Caterchipillars here should net you Spider Webs if you 
    missed them the first time around. Same thing with the Bite Bugs and 
    their Magic Stones.
    
    #######################################################################
    3b. [D-District Prison]
    
    Enemies: Guard, Elite Soldier, GIM47N, GIM52A, Geezard, Thrustaevis,
             Wendigo
    Draw Points: Berserk, Thundaga
    Magazines: Combat King 001 (1st Floor)
    Blue Magic: Micro Missile
    ######################################################################
    
    Zell awakens in the same cell as Quistis, Selphie and Rinoa. Talk to
    everyone. And as for Squall, the wound has strangely disappeared, but
    in comes Seifer to mess things up.
    
    The scene will then alternate between Zell's party and Squall.
    
    [D-District Prison: Cell]
    The scene shifts to Zell and company again - should they help the 
    Moomba?
    - I'll stop him! *
    - There's no use...
    
    [D-District Prison: Torture Chamber]
    Seifer questions Squall as to the real intention behind SeeD. Befuddled, 
    Squall can only repeat in his mind what he knows: SeeD is a military 
    group comprising of elite Garden graduates. Squall'll have to make a 
    decision:
    - ... Just let me die. *
    - ... I'll lie... I must... live...
    
    [D-District Prison]
    Zell decides to try his luck at breaking out. Starting from the 7th 
    floor (remember to junction your G.Fs!), head up one level to encounter 
    2 guards. You know what to do with them, don't you? 
    
    Another battle awaits with 2 old friends as well after you recover 
    your weapons, and head back to the prison cell.
    
    ------------------------------------------------------------------------
    SUB-BOSSES: Biggs  HP: 2,130  Weak: Poison
                       Draw List: Cura, Haste, Slow, Regen
                Wedge  HP: 2,040  Weak: Poison
                       Draw List: Fira, Shell, Protect, Reflect
                       Total AP: 10
    
    Spend some time drawing Regen and Reflect from them (the former works
    well junctioned with HP; the latter junctioned to Spirit), and mug them
    for a few decent items, too. Try casting 'Confuse' on them if you have
    it, and watch their reactions should one of them attack the other ^_^
    Send them to their doom with your G.Fs.
    ------------------------------------------------------------------------
    
    Well, you're left with 2 options after the fight: to go up or down. 
    Going down results in a dead-end, but you'll find 'Combat King 
    001' way down at level one, plus a few other goodies on the way in the
    various prison cells. It's impossible to return here later, so you'll
    have to make the trip now.
    
    Floor 7: Here's where you start.
    Floor 6: Just a save point here.
    Floor 5: A man will play cards with you here.
    Floor 4: Check the cells for a Tent.
    Floor 3: There's also treasure here (a Pet House).
    Floor 2: And here as well (a Pet Name Tag and a Str Up).
    Floor 1: Save point, plus Combat King 001 in 2 separate cells.
    
    Now make your way up again.
    
    Floor  8: A man will sell you items here.
    Floor  9: A Berserk draw point can be found here.
    Floor 10: You can save or do Card Battle with a man here.
              (refer to Side events section)
    Floor 11: A Thundaga D.P plus a chance to play cards.
    Floor 12: Nothing here.
    Floor 13: Head on over to the Torture Room to meet up with Squall.
    
    If you refused to surrender as Squall, one of the Moombas in the
    Torture Room will offer to remove one of the barriers on a certain
    floor of the prison; choose the option for the 4th floor.
    
    Side events: Mug the yellow GIM47N for Steel Orbs, whereas the (rare)
    blue GIM52A nets you Missiles. These can be used to grant Quistis her
    'Micro Missile' Blue Magic, which is deadly when used against enemies 
    with high HPs. Both robots are weak against Thunder, by the way.
    
    Winning at Card Battle against the player on the 10th floor lets you 
    upgrade your 'Battle Report' system in the Tutorial screen. Basically,
    this opens up a 'Character Report' section. You can only get it
    upgraded here, but it really isn't vital to do so.
    
    [D-District Prison: 13th Floor]
    Zell will assist in controlling the movement of the Arm; ride it to 
    the bottom (hit the red switch when Zell tells you to). 
    
    Examine the door at the end of the passageway on the bottom level;
    well, it appears to be a dead-end, so return to the Arm. The scene will
    shift over to Zell.
    
    You'll have to escape from the guards using Zell alone. Keep him well
    -junctioned with G.Fs prior to this, and run in a clockwise direction.
    
    The 6 are reunited; Rinoa however, is annoyed Irvine took his time
    deciding to come. Either way, you'll have to divide yourselves into 2
    groups.
    
    Squall's party will simply have to keep heading upwards; do the 
    opposite for Irvine's. When you finally reach the 14th floor as Squall, 
    use Siren's 'Move-Find' party ability to find a secret save point.
    Remember to keep everyone well-junctioned!
    
    Oh, and be sure to talk to any Moombas you find on your way up. They'll 
    give Squall some items. Head all the way to the lower-right on the 
    15th floor as Squall.
    
    ------------------------------------------------------------------------
    BOSS: Elite Soldier  HP: 415  Weak: Poison  
                         Draw List: Fire, Thunder, Blizzard, Scan  AP: 2
    BOSSES: GIM52A x2  HP: 2,426  Weak: Thunder, Earth, Water  
                       Strong vs.: Poison
                       Draw List: Haste, Slow, Dispell  AP: 3
    
    You might want to junction Thundara to Elemental Attack, and off the
    Elite Soldier first. Use Quezacotl against the GIM52As and attack them
    with thunder-based damage. Watch out for their Micro Missiles, which
    drains half a character's current HP. You can break their 'Aura' or
    'Protect' status at the start via drawing and using Dispell on them.
    ------------------------------------------------------------------------
    
    Now return to the previous screen to examine the controls panel in the 
    upper-right. Irvine will instruct Squall here. 
    
    Go back downstairs to save, then head upstairs again to the bridge
    in the lower-right. Cross it, and when the bridge starts to retract,
    run Squall towards a safe spot.
    
    The D-District Prison begins to sink; quickly maneuver Squall by simply
    holding on to right on the d-pad when he gets cut off from the others.
    Once out of danger's harm, the party leaves via stolen buggies.
    
    #######################################################################
    3c. [Galbadian Desert]
    
    Draw Point: Aero
    #######################################################################
    
    The first batch of missiles have been fired at Trabia Garden, with 
    Balamb Garden being targeted next for destruction. Again, you'll have 
    to split up: Squall heads the team to return to Balamb Garden to warn 
    of the impending attack; Selphie's party is to infiltrate the Missile 
    Base to try prevent the second batch of missiles from being launched.
    
    I suggest you take your weaker characters with Squall, which in my 
    case were Rinoa and Irvine. His scenario is the harder of the 2, but 
    provides a greater opportunity to gain some levels. 
    
    [Squall's Scenario Part One: Galbadia Desert Train Station]
    Sneak off onto the train to your left at the station. Rinoa apologises 
    to the Galbadian soldier as he attempts a futile chase after them.
    
    [Selphie's Scenario: Galbadia Desert]
    Return to Deling City first to restock your supplies and remodel your
    weapons.
    
    #######################################################################
    3d. [Missile Base] (note: It's to the north-west of D-District Prison)
    
    Enemies: G-Soldier, Elite Soldier, Geezard, SAM08G
    Draw Points: Full-life, Blind, Blizzara
    Magazines: Weapons Monthly June (BGH251F2)
    #######################################################################
    
    Drive the car into the base, alight, then head on over to the structure 
    to the left. Save and proceed to examine the terminal between the 2
    doors... the left door should open. Enter.
    
    Selphie and company will come across a guard outside the Circuit 
    room -- choose the 2nd option to walk. After the short scare sequence, 
    proceed further to reach another save point. Head to the lower left 
    (there's a passage to the left of the stairs) of the screen.
    
    Talk to the 2 soldiers you find to the right, then return to the 
    previous save point. There'll be a door marked Launcher Lift to the 
    right; enter it and talk to the guards within. Tell them that they 
    have to leave for the Circuit room themselves (1st option). Btw,
    there's a 'Full-life' Draw Point in here.
    
    Retrace your steps back to the original 2 soldiers mentioned above, but 
    they'll be unable to carry out the assigned task as well. Selphie will 
    be asked to go in their place.
    
    You can now enter the Circuit room. Selphie will screw around with
    the controls a bit (select the 1st option, followed by the 2nd, then
    then bash away using 'Square'), cutting off power to the base. 
    
    Leave -- you'll have to respond to the guards outside:
    - (What the heck! Let's FIGHT!)
    - (... Try to talk my way out.) *
    Selphie wonders what to say:
    - (We just got here.) 
    - (We were just about to go call on you.) *
    Follow the guards into the Circuit room for a pummeling session,
    courtesy of Selphie and company.
    
    Head back to the Launcher Lift door, and attempt to enter it. A guard
    should stop you; choose the 1st option both times at the guard to gain
    access. 
    
    Position Selphie in between the 2 soldiers pushing against the load,
    then mash away at the 'Square' button to move the launcher unit in
    place.
    
    Now you get to toy around with the control panels outside; they're 
    located underneath the red light, to the right of the Launcher Lift 
    door.
    
    Verify the Equipment (it should be BAG0003A cruise missiles) and Set
    Target. Next shift the Error Ratio to the maximum, before Uploading the 
    Data to the main terminal. Run a Simulation test, then exit the system.
    
    There's a little gimmick here... at the Equipment screen in the system,
    hold down both the 'Square' and 'Triangle' buttons, then press up or
    down on the d-pad to get a dancing Galbadian trooper. Weird.
    
    Save before proceeding to the Controls room, south-east of the control
    panels. Talk to the guard there to get past him.
    
    ------------------------------------------------------------------------
    SUB-BOSSES: Base Soldier x2  HP: 781  Weak: Poison
                                 Draw List: Blizzard, Silence, Confuse
    SUB-BOSS: Base Leader  HP: 1,005  Weak: Poison
                           Draw List: Thunder, Confuse, Slow, Reflect
                           Total AP: 4
    
    They're capable of casting status ailment spells on your characters, 
    but just draw Reflect to protect yourselves. Not too tough.
    ------------------------------------------------------------------------
    
    Check the panels to the right, middle and left to stop the launch. Go 
    through the door in the right background, then examine the terminal to
    the upper left. Activate the self-destruct sequence and set time to 20
    minutes. The door to the lower-right of the screen should become usable,
    allowing for a short-cut (this only happens when you select 20 minutes
    or below). Leave the base.
    
    ------------------------------------------------------------------------
    BOSS: BGH251F2  HP: 8,200  Weak: Thunder, Earth, Water  
                    Strong vs.: Poison
                    Draw List: Shell, Protect, Stop  AP: 20
    
    Junction Thundara, Quake or Water to elemental attack to 2 offensive 
    orientated characters, and have the remaining one cast Quezacotl. 
    Once you destroy some of the pillar-like structures on it, the BGH251F2
    will retaliate with Beam Cannon, so watch your HPs. Draw Protect and
    Shell if you so wish to cut down on damage taken.
    
    Once the BGH251F2 is effectively put out of action, you'll have to
    combat 2 Galbadian Soldiers and an Elite Soldier, so save some time to
    spare on them. The whole fight should take you no more than 10 minutes.
    
    Basically, if the G.F. summoning character has a high Magic rating and 
    affiliation with Quezacotl, this battle shouldn't give you too much 
    problems. The 'Boost' G.F. ability, coupled with a turbo controller 
    works fine too. 
    ------------------------------------------------------------------------
    
    You'll get your June issue of Weapons Monthly after this fight, and if 
    you successfully bluffed your way through in the Base, your SeeD Ranking 
    will also be raised by 2.
    
    <For those who blew their cover>
    Yes, it is possible to so in the Missile Base. Mess up, that is. If
    you should get busted, simply head for the Controls room, activate
    the self-destruct sequence, then make a run for the exit. I advise
    you have Diablos' 'Encounter None' party ability equipped first.
    
    Upon reaching the exit, Selphie will insist on shutting down the
    missile launch system; head back to the Launcher Lift door to find a
    wounded soldier, who'll give you his ID card and password (he won't
    appear if you don't attempt to escape first) if you answer his
    question using the 1st option.
    
    Examine the controls panel nearby, then enter 'EDEA' as the password,
    and make the necessary adjustments. Leave the base. 
    
    #######################################################################
    3e. [Squall's Scenario Part Two: Takeover at Balamb Garden]
    
    Enemies: Bite Bug, Glacial Eye, Caterchipillar, Bomb, Grat, T-Rexaur,
             Granaldo, Grendel (Balamb Garden)
             Buel, Blood Soul, Blobra, Tri-Face (M.D Level)
    Draw Points: Cure, Esuna, Demi, Blizzard,, Full-life
    Blue Magic: LV?Death
    Weapon: Maverick (Zell)
    #######################################################################
    
    Talk to the Garden Faculty, who'll question Squall's allegiance. Select 
    the 2nd option, which results in a pretty easy fight. Proceeding 
    further into Balamb Garden, the party'll chance upon Raijin and Fujin, 
    who explain that the Master Party is attempting a takeover of Balamb 
    Garden.
    
    Squall has to look for Cid, so start your search in a clockwise 
    direction. Remember to rest up and save when you reach Squall's room. 
    
    The enemies you encounter here can be difficult. In clockwise order:
    
    Infirmary: 1 Granaldo.
    Quad: 1 Glacial Eye and 1 Bomb.
    Cafeteria: 1 Bomb. This one holds the 'Meltdown' spell; draw a few
               of them before killing it.
    Dormitory: 1 Caterchipillar. Rest up and save here.
    Parking Lots: 1 Grendel. Mug it to get Dragon Fins; now you can
                  remodel Zell's weapon (1 Dragon Fin, 1 Spider Web).
    Training Center: 1 T-Rexaur. Cast Blind, followed by Shiva's Doom
                     command ability or G.F Shiva.
    Library: 1 Grat. 
    
    Some of the students here will give away items as gratitude, so be
    sure to talk to them. You should reply with the 1st option prior to
    all the fights. Incidentally, all the battles in the 7 facilities on
    the 1st floor of Balamb Garden have to be triggered before the
    following event occurs:
    
    Returning back to the Main Lobby, Squall spots Xu entering the lift. 
    Tail her to the 2nd floor corridor, where Squall will inform her of 
    the ensuing missile attack. She suggests taking this matter to Cid 
    on the 3rd floor, so off you go.
    
    Cid recalls a device in the M.D Level of Balamb Garden which might
    protect it from the missiles. Squall promptly takes up the idea, and
    Cid gives him the key to the basement. Take the elevators.
    
    [Balamb Garden M.D Level]
    Check out the control panels after the lift hangs, then the floor 
    plate in the upper left to escape. The path ahead is pretty much 
    one-way... you'll eventually enter a door to find a mounted wheel. 
    
    Squall has to turn it within 10 seconds (mash away at the 'Square' 
    button), but you'll probably need 2 persons to actually succeed. 
    Exit back to the previous screen and climb down the newly uncovered 
    ladder.
    
    You should come across a huge pillar structure (and an Full-life draw 
    point). Head left, where Squall has 3 choices as to who'll scout 
    out the place:
    - (We have no choice, let's go.)
    - (I'll go check it out.) *
    - (Someone else go check it out.)
    Ascend the ladder, then activate the green controls panel to the right
    when you reach the Switch room. Use the same ladder (1st option) to
    get out.
    
    Irvine will comment that that was a close shave:
    - (Yeah.)
    - (Kind of.)
    - (No.)
    I'll leave this up to you. Next, examine the green light near the 
    railings to open a path downwards. Descend and save, then throw the 
    nearby switch to open the gate in the background. Proceed.
    
    ------------------------------------------------------------------------
    BOSSES: Oilboyle x2  HP: 4,035  Weak: Fire  Strong vs.: Water
                         Draw List: Esuna, Blind, Cura, Confuse  AP: 20
    
    Summon Ifrit to make short work of them. If you do receive any maladies 
    from them, draw and use Esuna to cure. They're pretty fast, so you might 
    want to cast 'Slow' on them if your character has a poor affiliation 
    with Ifrit. Watch your HPs.
    ------------------------------------------------------------------------
    
    Go through the door, down the ladder, and then move left. Examine the 
    middle panel and you're done.
    
    Side events: The rare Tri-Faces here (3-headed purple nasties) have 
    Curse Spikes which can be obtained via mugging. These give you Quistis' 
    'Level ? Death'. All enemies in the M.D are weak against Fire, so you 
    might want to set fire spells to Elemental Attack.
    
    #######################################################################
    3f. [Mobile Balamb Garden]
    
    Draw Points: Bio
    G.Fs: Leviathan (Norg)
    Rare Cards: Seifer (Cid)
    #######################################################################
    
    Make your way to the end of the corridor on the 2nd floor to reach the
    2F Deck, then head to the 3F Command Bridge when Xu tells you to.
    
    If you have Rinoa in your party, you'll get an additional FMV scene
    earlier on, plus a small event afterwards which I'll outline below:
    
    Rinoa enters Squall's room to take a peek at the latter sleeping. When 
    he awakens, she requests for a tour around Balamb Garden, which Squall 
    obliges. 
    
    Of course, Squall's robotic-like style of explaining the various 
    facilities leaves Rinoa quite amused... Dr. Kadowaki at the infirmary 
    will teasingly question Squall if he's taking a stroll with his 
    girlfriend:
    - Yes.
    - No, just showing her around. *
    I think you'd better be honest here ^_^ Head to the Main Lobby when 
    you're done. A Garden Faculty will instruct Squall to head to the 
    Master Room for an audience with the Master (duh), so take the 
    elevators to the basement.
    
    <!> Tip:
    You'll want to have someone equipped with the 'Draw' command if you're
    looking to acquire another G.F soon.
    
    [Balamb Garden Basement: Master Room] (note: You can save, if you want
                                           to, before tackling this event.)
    
    *major spoiler here... skip this paragraph if you wish*
    The Master is furious that Squall has failed in his assassination 
    attempt, and blames the party for the earlier missile attack, which
    was undoubtedly Edea's idea of taking revenge. Norg plans to appease 
    Edea by killing off SeeD, its members, and her husband, Headmaster Cid 
    of Balamb Garden...
    
    ------------------------------------------------------------------------
    BOSS: NORG Pod (Center)  HP: 2,000  
                             Strong vs.: Thunder, Poison
                             Draw List: Cura
    BOSS: Right Orb  HP: 2,701  Strong vs.: All Elements 
                     Draw List: Dispell, Confuse, Slow
    BOSS: Left Orb  HP: 2,701  Strong vs.: All Elements
                    Draw List: Thundara, Life, Bio  
    BOSS: NORG  HP: 11,900  Weak: Wind  Strong vs.: Poison, Thunder
                Draw List: Shell, Protect, Esuna, Leviathan
                Total AP: 20
    
    Initially, NORG will not be directly in the fray of the battle. Rather, 
    have 2 members attack the 2 orbs to keep them from turning red (they're 
    capable of some pretty nasty spells if they're that colour), leaving 
    Squall to destroy the NORG Pod of the machine. I'll suggest you 
    'Mug' the 2 eyes, as they offer items which can boost your Magic and
    Spirit rating.
    
    Either way, once the NORG Pod is nullified, NORG will reveal himself; 
    draw G.F. Leviathan from him first, then follow up with a multitude of 
    wind-based spells, Demi magic or G.Fs.
    ------------------------------------------------------------------------
    
    G.F. Leviathan has the 'Recover' command ability, which heals a
    single character in battle back to maximum HP for free.
    
    [Balamb Garden]
    Cid's not in his room; you can find him at the infirmary, where Squall 
    can ask him more about the events which had just transpired:
    - (I want to make a report.)
    - (The real meaning of SeeD.)
    - (About sorceress Edea.)
    - (About Master Norg.)
    - (About what to do next.)  
    
    *spoiler here... skip this paragraph if you wish*
    Cid reveals that both Garden and SeeD were Edea's ideas before she 
    became a sorceress, and are sponsored by Norg, a rich Shumi. SeeD's 
    actual purpose is to defeat the sorceress of each era, and now it has
    come down to this... Cid plans to restore order back to Balamb Garden
    before anything else.
    
    Return to the Main Lobby's Directory Board to meet up with Xu; Squall
    decides to check things out when a mysterious ship is sighted
    approaching Balamb Garden. Head to the 2nd Floor Deck.
    
    The SeeD members on board the ship asks of Squall to locate Ellone -- 
    she can be found at the Library. When Squall asks about the dreams of 
    Laguna, Ellone can only offer one hint: that was in the past.
    
    The next day, Rinoa arrives to offer some comfort to Squall. Take the 
    1st option to stroll with her. You'll have to head to the 3rd floor 
    after the collision; Cid dispatches Squall to survey the streets of 
    Fishermans Horizon, as well as to apologize to the Mayor. Make your
    way to the 2F Deck. Incidentally, Cid holds Seifer's card; be sure to
    win it from him (he's rather good at Card Battle though...).
    
    #######################################################################
    3g. [Fishermans Horizon (F.H)]
    
    Enemies: SAM08G, GIM47N, G-Soldier, Elite Soldier
    Draw Points: Regen, Shell, Haste, Ultima, Full-life
    Magazines: Timber Maniacs (FH Hotel, Repair Shop)
               Occult Fans Vol. III (Master Fisherman)
    Rare Cards: Quezacotl (Dobe)
    Blue Magic: Gatling Gun
    #######################################################################
    
    Here's a map of Fishermans Horizon:
    
                                                     (dead end)
                                                          |
                                                          |-Repair Shop
              Mayor's                            Train----|
               House                            Station   |
                 |                                        |
                 |                                        |
                 |                                        /
                 |                                       /
                 |                               Hotel--/
                 |                                     /----Junk Store
                 |------------------------------------/      (Docks)
               Crane
                 |
                 |
                  \
                  |
                  |
                  /<----Ladder     
                 |        | 
                 |        |
                 |        |
              Balamb    Fishing (Master Fisherman)
              Garden     Perch
    
    Along the path, you should spot a ladder (it's kinda hard to see, 
    actually) leading downwards. Descend from there and follow the trail to 
    an elderly gentleman, who's a bit annoyed with the crash. Choose to 
    apologize to him (1st option) for the 3rd Volume of Occult Fans.
    Converse with the Master Fisherman again; he'll ask of a favour from
    Squall.
    
    Return to the original path and take the crane. The Mayor's house lies
    right in the center of the solar dish, but I suggest you take a right
    1st to explore the streets.
    
    Pick up an issue of 'Timber Maniacs' at the Repair Shop, which is the
    shack at the side of the route leading to the fenced-off highway, and
    yet another issue on the 2nd floor of the F.H Hotel.
    
    And head for the Docks for an amusing scene with the Fisherkid and
    the owner of the Junk Store.
    
    Save before meeting up with Mayor Dobe, but he'll greet Squall with a
    cold reception before bundling them out of the house. Be sure to draw
    'Ultima' from a hidden draw point found here. Dobe also holds G.F.
    Quezacotl's card.
    
    F.H will be under siege by the Galbadian army just as Squall leaves. 
    Retrace your steps back to the Mayor's house to obtain more information.
    
    Save your game, and run around to encounter a few SAM08Gs. Mug
    Running Fires (Fang Machine Guns) from them. These give you Quistis'
    'Gatling Gun' Blue Magic. You can also refine a single 'Running Fire'
    to 40 Demolition Ammo using Ifrit's 'Refine Ammo' menu ability.
    
    Head on over to the Plaza in front of the Train Station:
    - (Go help.) *
    - (Listen a little longer.)
    Squall will have to contend with a few Galbadian soldiers, but they 
    offer little resistance. Their demise heralds the arrival of a very 
    familiar boss...
    
    ------------------------------------------------------------------------
    BOSS: BGH251F2  HP: 6,900  Weak: Thunder, Earth, Water  
                    Strong vs.: Poison
                    Draw List: Shell, Protect, Stop  AP: 20
    
    Use Quezacotl, Leviathan on it and any Thunder based spells. Steal
    Adamantine from it as well. This should be a snap. There's a chance of
    halting most of its attacks if you manage to successfully cast 'Blind'
    on it.
    ------------------------------------------------------------------------
    
    The gang is reunited here... and Squall lets slip his relief at seeing 
    the trio from the Missile Base safe. Rinoa comments that that was very 
    nice of Squall (even though unusual!):
    - (It's because I felt responsible.)
    - (I was really glad to see them.) *
    - (It didn't mean anything.)
    You might want to share a few words with Mayor Dobe as well -- it's
    the 1st, then the 2nd choice to keep the conversation going.
    
    Talk to Grease Monkey at the Repair Shop, then head for the Docks
    for yet another scene with the Fisherkid. Save your game, and ride
    the Crane back up. You can go back to Balamb Garden if you so wish.
    
    Side events: After meeting up with Irvine, go speak with the Master
    Fisherman (the one who gave you Volume III of Occult Fans) who's still
    at his fishing; he'll ask of Squall to meet him at the Hotel.
    
    Return to F.H, but head for the Plaza in front of the Train Station.
    If you previously conversed with the Cafeteria Lady at Balamb Garden
    up to the point when she mentions her son, talk to the man in a white
    shirt and blue trousers here thrice:
    - (Isn't he Dr. Kadowaki's son?)
    - (Isn't he the cafeteria lady's son?) *
    - (Isn't he Xu's son?)
    
    Go to the Repair Shop for a scene with a Galbadian Officer. Leave the
    Shop and re-enter, then talk to Grease Monkey for a 'Mega Phoenix'.
    
    Make your way to the 2nd Floor of F.H. Hotel. You'll view a very
    interesting holographic display involving Dobe and Fishermans Horizon
    there. Choose to accompany the Master Fisherman a bit longer (2nd
    option).
    
    Head for the Docks for a small event, and agree with the Master
    Fisherman's opinions (1st option) during the course of the scene. Talk
    to him afterwards and pick the 2nd option for a Megalixir.
    
    #######################################################################
    3h. [Balamb Garden: Garden Festival]
    #######################################################################
    
    Locate Selphie at the Quad:
    - (Cheer her up.) *
    - (Let Irvine handle it.)
    Meet up with Cid now, where he'll confer the status of 'Commander' 
    to Squall, much to the latter's exasperation.
    
    [Fishermans Horizon] 
    Squall's friends decide to hold a small concert for him, and you have 
    3 tunes (and 8 instruments!) to choose from:
    - Guitar
    - Saxophone
    - Electric Guitar
    - Piano
    - Violin
    - Flute
    - Bass Guitar
    - Tap Dance
    
    Tune A: Guitar, Violin, Flute, Tap Dance *
    Tune B: Electric Guitar, Bass Guitar, Saxophone, Piano
    Tune C: Any jumble of the 8 instruments other than the 2 above
    
    Using Irvine, pick Tune A as your performance piece. Incidentally, you
    can run off in the midst of this scene to visit the rest of F.H.
    
    [Balamb Garden]
    Rinoa invites Squall to the concert:
    - (... I'm not in the mood.)
    - (... I don't know.) *
    Make your way to F.H.
    
    [Fishermans Horizon]
    You can hit 'Square' to change the view at the stage, or simply 
    proceed right to move the plot. Whichever tune you chose determines 
    the outcome of the conversation between Rinoa and Squall.
    
    Tune A (folk song): A smooth ride, no misunderstandings.
    Tune B (ballad): A bit uneasy, but still okay.
    Tune C (jumble): Both Squall and Rinoa feel uncomfortable.
    
    *spoiler here... skip this paragraph if you wish*
    Rinoa tries to convince Squall that the people around him genuinely 
    want to help him, but Squall still feels that he doesn't need to depend 
    on others, fearing that the blow will be too great to take if he loses 
    them. Rinoa tells him then to cherish every moment when his friends are 
    around... and not too worry too much about what's to come. This 
    seemingly softens Squall a bit; Rinoa assures him this is really how 
    they feel about him right now.
    
    [Balamb Garden]
    You'll have to make another trip to the 3rd floor Bridge, upon which
    the next destination will be decided: Balamb City. Talk to Nida to get
    things moving.
    
    I suggest you check out a few previously unreachable areas prior to 
    Balamb City.
    
    <Piloting Balamb Garden>
    While not exactly the best air-ship you've ever encountered before in
    the Final Fantasy series (it's way too sluggish, takes up too much 
    space and has atrocious climbing abilities -- read: none at all), 
    Balamb Garden will be your main mode of transport until you reach the 
    later parts of Disc Three. The controls are:
    
    For the U.S version:
    
    D-pad/Left Analog-Stick: Changes direction ship is facing
    Right Analog-Stick: Moves ship forward or backward
    Start: Brings up the bar that toggles the rumble feature on/off and
           pauses the game
    Select: Toggles the World Sphere/Map on/off
    X: Dismount from the ship
    Triangle: Reverses ship
    Square: Accelerates ship
    Circle: Return to 3F Command Center of Balamb Garden
    R1: Rotates the camera clockwise
    L1: Rotates the camera anti-clockwise
    R2: Switches between view points 
    
    For the Japanese version:
    
    D-pad/Left Analog-Stick: Changes direction ship is facing
    Right Analog-Stick: Moves ship forward or backward
    Start: Brings up the bar that toggles the rumble feature on/off and
           pauses the game
    Select: Toggles the World Sphere/Map on/off
    Circle: Dismount from the ship
    X: Reverses ship
    Square: Accelerates ship
    Triangle: Return to 3F Command Center of Balamb Garden
    R1: Rotates the camera clockwise
    L1: Rotates the camera anti-clockwise
    R2: Switches between view points 
    
    #######################################################################
    3i. [Timber Revisited 2] <optional>
    
    Magazines: Timber Maniacs (Timber Hotel)
    #######################################################################
    
    You'll find 2 children playing at the bridge, above the railway track 
    which runs towards the East Academy Station and Dollet. Sometimes 
    you'll find the girl on the track; when Squall approaches her, the 
    sound of a train heralds impending doom for the girl... until Squall 
    saves her. You'll be back at the Hotel after the rescue, but get 
    nothing for your efforts. Well, except maybe for the warm, fuzzy 
    feeling that you've made a difference in someone else's life...
    
    Pick up a copy of Timber Maniacs from the Hotel here if you have yet
    to do so.
    
    You can also plunder a measly 500 Gil from 'Owl's Tears' now. Have 
    Squall repeatedly examine the cupboard underneath the television. You
    can do without this, though.
    
    Also, pick up 'Girl Next Door' from the Timber Maniacs Building if 
    you haven't done so already.
    
    The chap outside the Timber Maniacs Building has something to give you
    if you encouraged him to go for his dreams of becoming a journalist
    previously: a Pet Nametag.
    
    ########################################################################
    3j. [Winhill Revisited] <optional>
    
    Enemies: Vysage, Lefty, Righty, Blood Soul
    Draw Points: Curaga, Dispell, Reflect, Drain
    ########################################################################
    
    This quiet rustic town is located to the south of the Galbadian 
    continent, not far from D-District Prison and Timber. Winhill offers
    only one optional event: The Fragments of the Vase. Initiate this event
    by talking to the owner of the mansion north of the town. He can be
    found on the stairs.
    
    1st piece: Repeatedly examine the suit of armour in the mansion, which 
               is to the left of the huge flower pot. The small chicobo 
               within should give up the 1st piece. You must re-enter
               this mansion with Irvine in your party to trigger this
               event.
    
    2nd piece: Follow the old lady into her flower shop, and reply 'yes' 
               (1st option) when she asks Squall whether he likes flowers. 
               Locate the 2nd piece among the flowers in the foreground.
    
    3rd piece: At the Chocobo Crossing sign mid-way through the town, you 
               can bully the small chicobo by hitting the 'X' (U.S) button
               or 'Circle' (Japanese) button when it's at your feet. It'll
               throw up a variety of items each time you do that; one of
               them should be a vase piece.
    
    4th piece: Go back to Raine's apartment. Squall should talk to the new 
               owner on the 2nd floor twice before returning to the bar on 
               the 1st floor. Search the cups on the tables, and Raine's 
               spirit should appear. Examine the cat afterwards for the 
               final fragment.
    
    You'll get a rather lame gift for this event: 1 Holy Stone from the 
    mansion owner.
    
    Side events: The Vysage (Baiseeji Hands) are rare enemies which
    sometimes can be found on the outskirts of Winhill. They're capable of
    casting high level spells such as Meteor, Tornado and Quake, but G.F.
    Siren's 'Silent Voice' should render them helpless.
    
    Steal Life Rings from the left hand (Lefty, to be exact). Under Siren's
    'Life Magic Refinement' menu ability, each one of them gives you 20 Life
    spells. Try junctioning this to Status Defense or HP.
    
    You might encounter a seemingly invisible adversary while combating
    the enemies in the Winhill region; it's an UFO, actually. I'll detail
    this side event later on in Disc Three.
    
    ########################################################################
    3k. [Balamb City under Siege] (note: You should probably take Zell along
                                         for this event)
    
    Enemies: G-Soldier
    Draw Points: Cure, Thunder
    G.Fs: Pandemona (Fujin)
    Magazines: Combat King 002 (Raijin, Fujin)
    Rare Cards: Zell (Ma Dincht)
                Pandemona (Hotel Owner)
    ########################################################################
    
    The Galbadian sentry lets Squall through on account that the latter has 
    information regarding Ellone. Check out the houses here (especially
    Zell's) before proceeding to Balamb Hotel. Talk to the guards there.
    
    It seems that you'll need to find the Captain 1st. Head to the docks 
    and converse with all the soldiers. Take note of the dog here, too.
    Squall discovers that the Captain has just left after fishing from here.
    You'll also find a Tabloid Guy hidden in the lower-right corner at the
    docks. You can buy information from him, but it'll lower your SeeD rank.
    
    Head back to Zell's house (you can rest up and save here). The Captain 
    has just used the kitchen, and upon exiting make your way to the train
    station. Talk to everyone there.
    
    Proceed to the docks. The dog there will lead Squall to the Captain,
    who's currently at the train station. Meet up with Raijin, and pursue
    him back to the Hotel.
    
    <!> Tip:
    You've to draw a G.F pretty soon; be sure to equip the 'Draw' command.
    
    Alternatively, you can simply ask the Tabloid Guy hiding at the harbour
    for a 'gold' clue; he'll bring you straight to the Captain. This brings
    down your SeeD rank, though. Another method would be be hang around and
    do nothing for about 15 minutes; by the time you re-visit the Hotel the
    Captain should be back.
    
    ------------------------------------------------------------------------
    BOSS: Raijin  HP: 9,200  Weak: Poison  Strong vs.: Thunder
                  Draw List: Thunder, Thundara, Shell, Protect  AP: 10
    
    Get rid of his 2 flunkies by summoning a G.F, then concentrate your 
    attacks on him. Raijin has a high offensive capability, but that's 
    easily countered by casting 'Protect' on yourselves or using a 'Blind' 
    spell on him. You can mug 'Str Up' from him.
    
    BOSS: Raijin  HP: 10,800  Weak: Poison  Strong vs.: Thunder
                  Draw List: Thunder, Thundara, Shell, Protect  AP: 12 
    BOSS: Fujin  HP: 8,100  Weak: Poison  Strong vs.: Wind
                 Draw List: Aero, Cura, Life, Pandemona  AP: 10
    
    Start off by drawing G.F. Pandemona from Fujin and casting 'Blind' 
    on Raijin. Concentrate on removing Raijin first. Fujin boasts of a 
    deadly skill, 'Sai' (Shatter), which reduces your HPs to 1, so be wary. 
    Junction 'Bio' to Elemental Attack if you so wish. Also, both bosses 
    offer 2 items which you can steal: a Str Up from Raijin and a Megalixir
    from Fujin. You'll receive 'Combat King 002' after this fight.
    ------------------------------------------------------------------------
    
    G.F Pandemona is one of the few G.Fs which offer Spd-J. Being able to
    act multiple times before the enemy does is invaluable.
    
    Both Raijin and Fujin re-assert their stand by saying they're doing 
    this for Seifer. Upon leaving, Squall acknowledges that some things 
    cannot be prevented; anyone could be your ally or enemy. Then again, 
    what of this strange feeling right now...?
    
    Side events: To get out of town during the siege, talk to the girl
    in the house next to Zell's, followed by the Big Bad Rascal in Zell's
    house twice. Return to the neighbouring house, converse with all the
    people inside, then leave.
    
    Talk to the guard near the Car Rental shop, but DON'T close the message
    screen. Let the people outside finish their motions, and eventually the
    Big Bad Rascal should teach you a method to get out (just talk to him
    basically) when you exit back to the previous screen.
    
    After resolving this sequence of events, try challenging the residents
    here to Card Battle. Ma Dincht (Zell's mother) holds Zell's card, but
    she'll only play it if Zell's in your party. The Hotel Owner outside
    the Balamb Hotel holds Pandemona's card.
    
    #######################################################################
    3l. [Winter Island: Shumi Tribe Village] <optional>
    
    Draw Points: Ultima, Firaga, Blizzaga
    G.Fs: Phoenix (Phoenix Pinion)
    Magazines: Timber Maniacs (Inn OR Artisan's House)
    #######################################################################
    
    This is located on the northern-most continent of the world... it 
    should be highlighted on your map if you spoke to the owner of the 
    Repair Shop at F.H. Enter the spider-like structure.
    
    3 Shumis will be guarding a Draw Point, and you'll have to cough up 
    5,000 gil just to use it. I think it's worthwhile though -- you'll 
    get Ultima, possibly the best spell in the game. Be sure to return 
    here every now and then to stock up on this one. Proceed further on 
    to the elevator when you're done.
    
    The 1st structure you come across in the village should be the Inn. 
    This one holds an issue of 'Timber Maniacs' plus a save point. However,
    this copy seems to alternate locations; try looking in the Artisan's
    House (4th building from right) if you can't seem to find it.
    
    The 2nd building is out-of-bounds, and the 3rd houses the Elder. You
    won't be seeing him now though.
    
    Instead, head to the left-most Workshop, where a statue of Laguna is
    being constructed. The Shumi there asks of Squall to pay a visit to 
    the Elder, so do as he says, and return back here (the Workshop) after 
    your 1st meeting with the village head. The sculptor here requires a
    few materials to complete the statue (5 special stones to be exact),
    and Squall has to play treasure-hunter.
    
    After finding a stone, you'll have to return it to the Workshop before
    locating the next one:
    
    Blue Stone: Among the granite-looking rocks behind the Laguna statue, 
                to the left.
    Wind Stone: Among the boulders to the left of the Inn.
    Life Stone: Beneath a huge tree right of the Elder's house. You'll need 
                to do a bit of climbing to reach the rock among the roots.
    Shadow Stone: Take the elevator up, and explore the circular stone ring 
                  directly opposite to the 'Ultima' draw point. You should 
                  find it in the top right corner.
    Water Stone: In the sink of a resident's house, the one closest to the 
                 Shumi Workshop. It's in the sink next to Artisan.
                 You can also find a Water Stone at the pond near the above
                 -mentioned resident's house, but it's a fake one.
    
    Give these 5 stones to the sculptor and the Elder will present a 
    'Phoenix Pinion' to Squall. This summons the G.F. Phoenix once when 
    used in battle, which revives any fallen comrades as well as giving 
    moderate fire-typed damage to all opponents. G.F Phoenix will
    continue to appear randomly in battle for the rest of the game.
    
    #######################################################################
    3m. [Centra Ruins Region] (note: The southern islands on the map)
                                     <optional>
    
    Enemies: Armadodo, Bomb, Buel, Blobra, Forbidden, Red Bat, Tonberry
    Draw Points: Drain, Aero, Pain
    G.Fs: Odin
    Rare Cards: Odin
    #######################################################################
    
    On the upper half of the Centra region, if you ignore the island with 
    the 3 narrow cliffs sticking out into the open sea, the rest of the 
    islands to the east should form a ring around a patch of water. 
    
    Look for a yellowish-brown diamond shaped structure on the 
    south-eastern island of that ring, around the Centra Crater region.
    It might take a while to find the ruins; use your map.
    
    You have exactly 20 minutes to seek out Odin and defeat him here, so 
    I'll advise you come prepared with Diablos' 'Encounter None' party 
    ability. Try to have a few Aura stones (or spells) at hand, or simply 
    have Squall at critical status with the ability to perform his 
    'Renzokuken' before coming here. A high offensive rating for him 
    wouldn't hurt as well. You'll have to rush here, so I'll adapt a 
    point format:
    
    1.  Starting place. Head into the background.
    2.  Stairs ahead. Ascend using them.
    3.  Circular statue. Go clockwise around it, climb the stairs behind.
        Take the right path after ascending the previous steps.
    4.  Go all the way into the door in the background.
    5.  Ascend the steps to get to the platform, which acts as a lift.
    6.  Take the left ladder to the top, and enter the opening. Activate 
        the switch.
    7.  Climb down again, examine the bluish altar, and take the opened
        right path (not ladder!) this time.
    8.  Follow the spiraling steps until you reach a circular platform.
        There's a short ladder nearby -- climb it, head to the right and 
        pluck out the red jewel from the eye of the statue.
    9.  Descend back, follow path leading upwards to the right.
    10. Climb onto the green dome to reach another statue. Put the jewel 
        in to obtain a random 5 number password. Memorize it, or write it
        down on paper. Next, take out both red jewels.
    11. Return to previous statue in point 8. Put both jewels in and enter 
        the password you received in point 10.
    12. A door should open below. Enter to face Odin.
    
    ------------------------------------------------------------------------
    BOSS G.F: Odin  HP: 18,400  Draw List: Stop, Death, Double, Triple
                    AP: 20
    
    Just have Squall unleash his limit break and you'll take him down 
    easily. Besides, he won't attack you until the timer finishes. You 
    might want to stock up on a few 'Triple' spells here if you've got 
    time to spare, and make sure to mug 'Luck-J Scroll' from him.
    ------------------------------------------------------------------------
    
    Unlike your regular G.Fs such as Ifrit or Carbuncle, Odin cannot be
    junctioned; rather, he appears at random at the start of a normal enemy
    encounter. When he does, he'll instantly dispatch every single opponent
    with a success rate of 100%. Very convenient. Don't expect him to come
    help during boss battles, though.
    
    Side events: Try to engage a few Tonberries in combat here! They're 
    always found around the circular statue mentioned in point 3 above. 
    Save before you do so, and use Squall's Renzokuken to defeat them 
    quickly. You should get Chef's Knives from them. Quistis' 'Micro 
    Missile' works well on them too.
    
    I'll cover the usage of Chef's Knives later on in Disc Three, when 
    you have to return here to pick up another G.F.
    
    ########################################################################
    3n. [Kashkabald Desert] <optional>
    
    Enemies: Abyss Worm, Cactuar, Chimera
    Blue Magic: Aqua Breath
    Weapons: Twin Lance (Squall)
    ########################################################################
    
    You should find a huge patch of land known as the Kashkabald Desert to 
    the east of the Centra Ruins. Cactuars appear here, and each 1 when 
    downed nets you 20 A.P. You'll need a high Speed and Hit% rating 
    before you try to defeat them, but they're worth it. Remember to 
    return here occasionally to build up your G.Fs' abilities! Cactuars
    are known as Sabotenders in the Japanese version of ff 8.
    
    Incidentally, the 'Cactus Thorns' you receive from them can be refined
    under Ifrit's 'Refine Ammo' menu ability, to produce 40 Demolition
    Ammo for Irvine's desperation.
    
    You might encounter an UFO here; this side event will be detailed
    later on in Disc Three.
    
    Chimeras rarely appear in the desert too. They occasionally drop Water
    Crystals, which lets Quistis learn her 'Aqua Breath' Blue Magic, or
    you can mug 'Red Fangs' from them. Combine 2 Red Fangs with a Dino
    Bone (T-Rexaur at Balamb Garden's Training Center) and 12 Screws for
    Squall's 'Twin Lance' if you so wish.
    
    Fastitocalon-Fs on the shores rarely drop Water Crystals, too. If
    you're lucky enough to encounter the adult version called Fastitocalon
    (you'll know it when you see it), mug them for Water Crystals.
    
    #######################################################################
    3o. [Trabia Garden] (note: Check your map; it's towards the north)
    
    Draw Points: Thundaga, Zombie, Aura
    Magazines: Timber Maniacs, Weapons Monthly August
    Rare Cards: Selphie (Selphie's friend)
    #######################################################################
    
    Just follow Selphie, and when she meets up with her ex-classmate at the
    gargoyle statue, Squall is asked if he's been looking after Selphie:
    - (Not really.)
    - (Just play along with it.)
    It doesn't really matter which option you select.
    
    Her ex-classmate holds Selphie's card, by the way. The 'Random' rule
    enforced here might make things difficult, though.
    
    Squall leaves Selphie alone for now; you can meet up with the rest at 
    the basketball court. Do so by taking a left from the statue, another 
    left at the makeshift dorms, then following the one-way path. Or you 
    could stray off and explore the other areas of Trabia Garden, 
    converse with the survivors and get information. I suggest you do 
    the latter first.
    
    In the flashback scene at the basketball court, you'll be controlling 
    Squall at one time. Proceed upwards to head for the beach. In another 
    scene, talk to all the children before heading through the door on
    the right.
    
    *spoiler ahead... skip this paragraph if you wish*
    The party questions the necessity for bloodshed... but they know that 
    conflict is inevitable. Irvine recalls his childhood, spent at an 
    orphanage. This triggers off more memories for the other members, which 
    reveals a startling fact long forgotten -- Edea was their matron at the 
    orphanage. 
    
    Side events: The cemetery at Trabia Garden hides an issue of Timber 
    Maniacs. Apart from that, there's also the August issue of Weapons 
    Monthly.
    
    You'll have to talk to a student to the right of the dorms, who'll hint 
    at the existence of a hidden treasure... starting from the gargoyle 
    statue, take exactly 5 steps south and search the ground. You should get 
    your copy. If you have trouble finding it, simply tap 'X' (U.S) 
    or 'Circle' (Japanese) repeatedly around the area south of the statue...
    the game isn't too particular about where you examine.
    
    ########################################################################
    3p. [Trabia Region] <optional>
    
    Enemies: Bite Bug, Gayla, Mesmerize, Snow Lion
             Blue Dragon (Forest, appears rarely)
    Blue Magic: Acid
    ########################################################################
    
    The new enemies around the Trabia region you'll encounter include 
    Mesmerizes (pink horses with a blade on their heads) and Gaylas (black 
    striped flying creatures). The former offers Mesmerize Blades up for 
    grabs, the latter the spell 'Meltdown' at levels 30 and above. Also,
    the Gaylas drop Mystery Fluids -- these allow Quistis to learn 'Acid'.
    
    <!> Tip:
    Meltdown spells are extremely useful in the sense that they cause an
    opponent's Vitality (defense) rating to drop to zero. They're also
    excellent when junctioned to Vitality.
    
    Mesmerize Blades can be refined under Carbuncle's 'Recovery Medicine
    Refinement' menu ability to produce Mega Potions. These heal everyone
    in your party for 1,000 HP.
    
    If you manage to come across a Blue Dragon, mug it for Fury Fragments,
    or defeat it to make it drop Dragon Fangs. They're really rare though.
    Btw, you can kill them easily with a 'Death' spell. Forget about the
    Snow Lions; they aren't worth the time you spend killing them.
    
    You might come across an UFO while fighting in the Trabia Heath
    Peninsula region; I'll detail this side quest later on in Disc Three.
    
    Just around the Trabia region will be a couple of dome-shaped Chocobo
    forests. You can choose to visit them now, but I'll only detail this
    side-quest in Disc Three.
    
    #######################################################################
    3q. [Shumi Tribe Village Revisited] (note: It's located to the north
                                               if you dont't remember)
                                               <optional>
    #######################################################################
    
    A visit to the Workshop here reveals that more manpower is required to 
    complete the statue. Converse with the Elder, then speak to the Moomba
    outside his house. Follow the fur-ball to the Workshop.
    
    After the short sequence, visit the Elder again, then retrace your
    steps back to the Workshop. Talk to the Elder's Attendant inside. Next,
    head for the house beside the Workshop and converse with the Artisan
    by the sink, before finally making a trip to the Elder once more; it
    appears that Artisan will need a little bit of coaxing to lend a hand.
    
    [Fishermans Horizon]
    A quick trip to the Repair Shop near the train station here yields a
    small scene with the owner, and Squall receives a Moomba Doll.
    
    [Shumi Tribe Village]
    Talk to the Elder, then the Artisan in his house. He should agree to
    help now. Converse with the village head one more time before leaving
    to receive a Status Guard item. 
    
    #######################################################################
    3r. [Miscellaneous Updates Part One] <optional>
    
    Blue Magic: Aqua Breath, Degenerator
    Rare Cards: Pandemona, Siren, Quezacotl, MiniMog, Zell, Quistis, Rinoa 
    Weapons: Punishment, Twin Lance (Squall)
             Gauntlet (Zell), Bismarck (Irvine), Red Scorpion (Quistis),
             Cardinal (Rinoa)
    #######################################################################
    
    The next dungeon is quite combat intensive; I'll provide you with a 
    weapon upgrades check-list here, plus any other items you may want to 
    get in preparation for future battles ahead.
    
    {Weapons}
    
    Squall: His 'Punishment' should be obtainable now. You'll need a Chef's
    Knife (defeat a Tonberry at the Centra Ruins), 2 Star Fragments (get 4
    Iron Giant - blue armoured monsters with a huge blade - lv. 5 cards), a
    Turtle Shell (steal from Armadodos in the Tomb of the Unknown King) and
    8 Screws (Geezards in the Timber or Galbadia regions).
    
    Btw, T-Rexaurs in Balamb Garden's Training Center rarely drop Star
    Fragments, too.
    
    Alternatively, his weaker 'Twin Lance' requires 1 Dino Bone (T-Rexaur in
    Balamb Garden's Training Center), 2 Red Fangs (mug Chimeras in Kashkabald
    Desert, Centra region) and 12 Screws. 
    
    Zell: His 'Gauntlet' requires a Dragon Skin (defeat - not steal from - 
    level 30 and above Anacondaurs in Roshfall Forest, north of Timber) and
    a Fury Fragment (use 'Card Mod.' ability to modify 4 Blue Dragon - 
    bluish-green scaly dragons with a yellowish underside - lv. 4 cards).
    Blue Dragons are also found in Trabia's forests, albeit rarely. Mug
    them for Fury Fragments.
    
    Irvine: A 'Bismarck' requires a Steel Pipe (steal from Wendigos in the 
    Galbadian deserts and Roshfall Forest or modify a lv. 5 Elastoid's 
    card), 4 Dynamo Stones (modify 4 Blitz lv. 4 cards - metal warriors 
    armed with a hammer or defeat level 30 and above Creeps in the sewers
    of Deling City to make them drop the items) and 8 Screws. You can
    wait until later in Disc Three for an easier time locating Dynamo
    Stones, though.
    
    Quistis: 2 Ochu Tentacles (gigantic green and pink plants in Roshfall 
    Forest - low encounter rate) and 2 Dragon Skins for her Red Scorpion.
    
    Rinoa: She needs a Cockatrice Pinion (steal from high level Cockatrices 
    in the forests of Timber), a Mesmerize Blade (Mesmerizes in Trabia 
    region) and a Sharp Spike (scorpion-like monster Grand Mantis, lurking
    in the stairway leading to the sewers in General Caraway's Estate in 
    Galbadia) for her Cardinal.
    
    Selphie: You can't really get her Crescent Wish now, but you'll do 
    yourself a favour by stealing a Life Ring from Lefty that roams the
    Winhill area, and 4 Sharp Spikes from the Grand Mantis first.
    
    {Blue Magic}
    
    Quistis' Blue Magicks: You can learn her 'Aqua Breath' by defeating 
    high level Fastitocalon-Fs (orange fish-like creatures on the shores of 
    Balamb, rarely drop Water Crystals) or Chimeras in the Kashkabald Desert
    (low encounter rate) to receive Water Crystals. 
    
    If you haven't already done so, modify Gesper (gigantic blue-headed 
    monsters) lv. 1 cards to receive Quistis' Degenerator. This blue magic
    takes out a single enemy instantly with a pretty high success rate.
    
    If you're having trouble finding the cards either for remodeling your
    weapons or receiving Blue Magic items, try playing Nida, who's at
    the control helms of Balamb Garden. He carries decent middle to high 
    level normal cards. Another person would be the bartender at Aphrora
    pub in Timber.
    
    {Rare Cards}
    
    Rare Cards: These are totally optional, and some are reminders.
    - Get G.F. card 'Pandemona' from a man standing outside Balamb Hotel.
      He appears at random.
    - Get Quistis' card from any of the Trepe Groupies at Balamb Garden,
      i.e. the girls at the 2F Classroom.
    - Win Zell's card from his mother at Balamb City. Zell must be in your
      party first.
    - Lose G.F. Ifrit's card to General Caraway at Deling. He'll play 
      Rinoa's card in the next round. You can get back Ifrit's card from 
      Martine, who's sitting outside the Mayor's house in Fishermans
      Horizon. To make sure you lose Ifrit's card to Caraway, play 4 weak
      cards along with Ifrit's; when you lose, Caraway should take Ifrit's
      card.
    - Mayor Dobe at F.H has G.F. 'Quezacotl' card.
    - A kid circling the 1F of Balamb Garden has a 'MiniMog' card.
    - The Master on the 2F Dollet Pub has G.F. 'Siren' card.
    
    #######################################################################
    [Centra Region -- Cape of Good Hope] (note: It's down south)
    #######################################################################
    
    Pilot Balamb Garden towards the Orphanage (use your map) to trigger 
    off a confrontation with Edea's Garden, which is hovering nearby.
    
    #######################################################################
    3s. [Invasion -- Balamb Garden]
    
    Enemies: G-Soldier, Elite Soldier, Paratrooper, GIM52A
    Blue Magic: Micro Missile
    #######################################################################
    
    You'll have to swap your G.Fs around quite a few times here, or simply
    use Diablos' 'Encounter None' party ability to save yourself the
    trouble. Be sure to save beforehand.
    
    Squall is informed of Galbadia Garden's presence in the vicinity. You 
    have to give a set of orders to the students, before Squall is ordered 
    downstairs. Here're the available commands:
    - (No orders/End.)
    - (My feelings on this.)
    - (The Garden's course.)
    - (Prepare for the attack.)
    - (Prepare our defense.)
    - (Call my comrades.)
    - (What to do with the hot dogs.)
    - (Take care of the junior classmen.)
    Give out your commands in this order: 'The Garden's course', 'Prepare
    for the attack', 'Prepare our defense', 'Call my comrades', 'Take care
    of the junior classmen' and 'No orders/End'. Add a few more if you
    like... Nida won't like it, though ^_^
    
    Meet up with your companions, and after directing everyone to their
    positions on the 2nd Floor, head for the Quad. Zell'll be assembling
    the troops. Return to the 3rd floor, where both Gardens will mount a 
    massive attack on each other.
    
    You'll be controlling Zell's party now. Head back to the western wing 
    of the Quad, where a collision will throw Rinoa off the platform. Leave
    her for now, and make your way to the Front Gate to meet up with Squall.
    
    If you haven't already done so, the GIM52As in the vicinity carry 
    Missiles, which allow Quistis to learn her 'Micro Missile'.
    
    You'll have to form a party of 3:
    - Selphie, Quistis
    - Quistis, Irvine
    - Irvine, Selphie
    Squall is a compulsory character here, whereas Zell is assigned to 
    rescue Rinoa. When you're done, head back to the Garden and take a 
    left to reach a save point. Junction your members before moving to the 
    2F classrooms via the elevator. You'll have to combat 4 green 
    Galbadian paratroopers here. 
    
    They're pretty quick (and nasty) on the offensive, and have 'Demi' 
    magic available for casting. You should be able to take them out with 
    a G.F or 'Death' spells, but if you get low on health, using your
    limit breaks is a good idea. Talk to everyone in the classroom before
    leaving.
    
    Nida requires Squall's presence on the 3rd floor bridge. Squall
    predicts that Balamb Garden will not be able to hold off the enemy for
    long; he decides to carry out a last-ditch attack on Edea's army.
    Proceed to the 2nd floor when you're done.
    
    Squall is asked to look for a missing child -- you can find him towards 
    the end of the corridor on the 2F, but in the resulting melee Squall 
    gets knocked down by a trooper. He'll pin Squall against the wall. Hit 
    'X' (U.S) or 'Circle' (Japanese) to reveal 3 choices, and take the 3rd
    one for Squall to notice the emergency hatchet. Press the same button
    again, then select the 2nd option to unlock the door. You'll get
    involved in a mini-game.
    
    Controls:
    
    <U.S version>
    
    X: Punch
    Triangle: Kick
    Square: Block
    Circle: Deathblow (appears later)
    
    <Japanese version>
    
    Circle: Punch
    X: Kick
    Square: Block
    Triangle: Deathblow (appears later)
    
    Squall'll start off at a disadvantage with lesser health (check the red 
    bar at the lower-left corner for his HP), and the 1st time you 
    experience this mini-game it'll prove to be a little tricky to win. 
    Basically, there're 2 methods to get past this.
    
    Method 1: Mash away at the 'Punch' button straight from the start. If 
    you're fast enough, Squall should cut off every single attempt to 
    retaliate from the trooper. If the opponent starts to block repeatedly, 
    kick him.
    
    Method 2: Hold 'Block' until the 'Deathblow' command appears. Press 
    the specified button to knock off two-thirds of the trooper's health,
    and finish him off with a flurry of punches and kicks. You can choose
    to reverse the order here (meaning, smack him with a few punches,
    then hold 'Block' until 'Deathblow' appears).
    
    #######################################################################
    3t. [Invasion -- Galbadia Garden]
    
    Enemies: G-Soldier, Elite Soldier, Creeps, Jelleye, Death Claw,
             Blitz, Tri-Face
             Slapper (Ice hockey rink)
    Draw Points: Aura, Protect, Life, Shell, Haste
    G.Fs: Cerberus, Alexander (Edea)
    Rare Cards: Cerberus
    #######################################################################
    
    Once Rinoa is rescued, you should begin by heading left. Both Squall 
    and Rinoa share a moment outside the Garden's compound, and the latter 
    thanks Squall for saving her life, with a slight hint of her feelings 
    towards her savior ^_^ Name your ring (Griever), then select the 2nd 
    option to enter Galbadia Garden together with Rinoa. Take note of
    the hidden Aura draw point in the background; use Siren's 'Move-Find'
    party ability to locate it.
    
    Inside, save and re-organize your party (junction everyone accordingly).
    Take a right, then another right in the next screen to reach the stairs.
    
    Going upstairs, you'll come across Raijin and Fujin, who'll choose to 
    leave Seifer in the hands of Squall. Go left from there and enter a 
    door on the right to get your 1st Card Key (talk to the male student).
    
    Side events: The Death Claws (furry monsters carrying 4 blades) have
    a useful spell at levels 30 and above -- Reflect. This works well
    junctioned to the Spirit parameter. The Slappers here (demi-human
    ice hockey players) are probably the best sources of EXP you've
    encountered so far.
    
    Return to the save point, then take a left, and enter the left door. 
    Run across the ice hockey rink and exit through the door on the right 
    (the left door holds a 'Life' draw point, btw). The next area has an 
    entrance opposite to where Squall is. Enter and converse with the 
    student inside to get your Lv. 2 Card Key. Retrace your steps back to 
    the save point.
    
    Proceed right to the stairs (where you met Raijin and Fujin), and 
    climb it to the rooftop (3F). Leap down onto the tennis court, and head 
    left. The next region should be familiar to you -- just keeping moving 
    down (ignore the stairs on your way) until you reach the Main Hall of 
    Galbadia Garden. A G.F. boss will be waiting for you in the center.
    There's a save point to the east side of the Hall, btw.
    
    ------------------------------------------------------------------------
    BOSS G.F: Cerberus  HP: 10,000  Strong vs.: Wind, Thunder
                        Draw List: Quake, Double, Triple  AP: 30
    
    This puppy likes to cast 'Triple' on itself (undo this by using 
    'Dispell' on it), 'Tornado' and 'Quake' on your members (junction Quake
    to Elemental Defense or cast Float).
    
    Beat it around with a few 'Demi' spells and anything else non-wind nor
    thunder elemental related. Draw a few 'Triple' spells from it if you
    can; they act as pretty good spells for junctioning to any parameter.
    Cerberus carries a 'Spd-J Scroll'; be sure to mug it.
    ------------------------------------------------------------------------
    
    Cerberus boasts of the Spd-J ability, in addition to its ST-Atk-J,
    ST-Def-J and Auto Haste.
    
    Once you've received Cerberus as a G.F, make your way to the south-west 
    exit. Take a left in the next screen and converse with a female student 
    to get a Lv. 3 Card Key. Retrace your steps back to the stairs you 
    passed earlier on, and ascend from there to the 2nd Floor. Move left 
    from there to reach an elevator. Use it to get to a save point... and 
    your awaiting adversaries.
    
    ------------------------------------------------------------------------
    BOSS: Seifer  HP: 10,000  Weak: Poison  
                  Draw List: Fira, Thundara, Dispell, Haste  AP: 20
    
    He's a bit tougher this time around. You'll want to counter his high 
    attack power by casting 'Protect' on your allies (Seifer seems to 
    concentrate all his attacks on Squall, btw), but generally, his magical 
    prowess can be ignored.
    
    Once Seifer gets down to half of his total HP he'll start using his
    'Demon Slice', which deals out a pretty hefty sum of damage to a
    single member. Keep two (or one) allies as healers, and attack Seifer
    using Squall, or whoever has the highest offensive rating. I generally
    take Squall since his Gunblade offers critical hits.
    ------------------------------------------------------------------------
    
    Return to the 2F, then head right from the stairs. Proceed anti
    -clockwise to find an invisible save point (use Siren's 'Move-Find'
    party ability to see it) a bit further down. Enter the Auditorium to
    your right.
    
    <!> Tip:
    The upcoming battle sees another drawable G.F up for grabs; make sure
    someone's carrying the 'Draw' command.
    
    ------------------------------------------------------------------------
    BOSS: Seifer  HP: 7,400  Weak: Poison
                  Draw List: Fira, Thundara, Dispell, Haste
    
    He's weakened in this confrontation, but take time to steal from him 
    before finishing him off. You'll have to fight him and Edea 
    consecutively, so don't dawdle too much.
    
    BOSS: Edea  HP: 15,000  Draw List: Blizzara, Demi, Esuna, Alexander
                Total AP: 50
    
    Draw G.F. Alexander from her before anything else, and follow up with 
    Shell on your members. Edea's capable of a few pretty nasty spells, and
    has 'Death' at her disposal. Attack her with Diablos, and be sure to
    leave a character on standby to revive those hit by Edea's 'Death' spell.
    Defeat her quickly, or you'll run yourselves into trouble.
    
    Edea's 'Maelstrom' is a gravity-based attack which takes off half of
    each member's current HP, in addition to causing status ailments.
    
    Also, take note that summoning G.F. Carbuncle doesn't work anymore; 
    Edea will simply endow herself with a 'Reflect' status as well and 
    bounce spells off herself. Break that with 'Dispell'.
    
    Cheap Alternative: You should have picked up a few 'Meltdown' spells 
    from the Gaylas in the Trabia region, and 'Aura' spells from a draw 
    point in Trabia Garden. Cast Meltdown on Edea and Aura on Squall -- one 
    Renzokuken should be all that's needed to down the sorceress.
    
    Press the 'Circle' (U.S) or 'Triangle' (Japanese) button repeatedly to
    have Squall's limit break icon appear if he's in critical or Aura
    condition, and has a full time bar.
    ------------------------------------------------------------------------
    
    G.F. Alexander holds 'High Magic Refinement' menu ability; you can refine
    5 middle class spells to a single upper class spell, i.e. five Cura
    spells to one Curaga. Its 'Revive' command ability works like a
    regular Phoenix Down, but without the added costs.
    
    
    END OF DISC TWO
    ========================================================================
    
                                  <DISC THREE>
                                 ++++++++++++++
                                 4. E s t h a r
                                 ++++++++++++++
    
    ===================
    Sections appearing:
    ===================
    
    4a. Balamb Garden: Infirmary
    4b. Edea's Orphanage
    4c. Laguna Dream Sequence Part Four: Trabia Canyon
    4d. Transition: Balamb Garden and Edea's Orphanage
    4e. Finding the White SeeD
    4f. Centra Ruins Revisited (optional)
    4g. Chocobo Forests (optional)
    4h. CC Group (optional)
    4i. Miscellaneous Updates Part Two (optional)
    4j. F.H. Bridge
    4k. Esthar Region
    4l. Great Salt Lake
    4m. Final Laguna Dream Sequence: Lunatic Pandora Laboratory
    4n. Esthar City
    4o. Tears' Point (optional)
    4p. Lunar Gate
    4q. Lunatic Pandora Invasion: Esthar City
    4r. Lunatic Pandora (with Zell)
    
    
    ########################################################################
    4a. [Balamb Garden: Infirmary]
    
    Magazines: Weapons Monthly July (Training Center)
               Combat King 003 (Balamb Hotel)
    ########################################################################
    
    Squall is contemplating his next move at the infirmary when Quistis 
    asks of him to head to the 3F Bridge. Oblige her, form your party of 3
    (sans Rinoa) and pilot Balamb Garden south-west towards the Orphanage.
    Check your map.
    
    Side events: Pick up the July issue of Weapons Monthly from Balamb
    Garden's Training Center. This one won't be so easy to spot; it appears
    as a little brown package surrounded by a yellow band on the ground.
    
    Another one involves Zell. If you've been a frequent visitor at the
    Library with Zell, visit Balamb City; a random event might transpire
    -- Zell has a guest, and she's waiting for him at the Hotel. Spend the 
    night there, and you should receive a copy of 'Combat King 003' in the
    morning.
    
    Visits to the Library may *sometimes* throw up special events. For
    instance, the first event has Zell enquiring about a book when he
    meets a girl with a pig-tail, the 2nd has a 'Conceited SeeD' asking
    about the same girl... etc. Eventually when you do make a trip to
    Balamb City, you'll be able to get the magazine. And even if you do
    not do this side quest, 'Combat King 003' can still be purchased at a
    later time in the game.
    
    #######################################################################
    4b. [Edea's Orphanage]
    
    Draw Points: Curaga
    Magazines: Timber Maniacs
    Rare Cards: Edea (Edea), Seifer (Cid)
    Blue Magic: Fire Breath
    Weapons: Bismarck (Irvine), Crescent Wish (Selphie)
    #######################################################################
    
    *spoiler here... skip this paragraph if you wish*
    Edea apologises for all the trouble, and explains that she was under 
    the control of Ultimecia, a witch from the future. Ultimecia requires 
    Ellone's powers in order to achieve her ultimate goal of ruling the 
    world in different time periods; Edea's body is but a tool for her. 
    She warns of the danger of Ultimecia awaking Adel, the original witch, 
    as well. Squall then asks about Rinoa's condition, but Edea says that 
    it is beyond her powers to help.
    
    Squall has no interest in continuing the conversation with Edea and Cid; 
    he decides to return to Balamb Garden to inform the rest of the current 
    situation.
    
    Side events: The Orphanage has a copy of Timber Maniacs lying on the 
    ground. You can also win Edea's and Seifer's card from Edea and Cid 
    respectively.
    
    The forests outside are also home to a variety of interesting 
    creatures, which include Grand Mantis (steal Sharp Spikes), Blitz 
    (they drop Betrayal Blades or Dynamo Stones) and Geezards (Screws).
    Ruby Dragons can also be found, but they're extremely rare. If you're
    lucky enough to meet one, mug it for Inferno Fangs.
    
    Assuming you did get those Inferno Fangs, you can remodel Selphie's
    weapon now: 1 Inferno Fang, 1 Life Ring (stealable from Lefty in the
    Winhill region) and 4 Sharp Spikes. If you didn't, there's another
    opportunity later on.
    
    Inferno Fangs can also be used to enable Quistis to learn her 'Fire
    Breath' Blue magic.
    
    If you've had trouble acquiring Irvine's 'Bismarck' in Disc Two, you
    can do it easily now; 1 Steel Pipe, 4 Dynamo Stones and 8 Screws.
    Blitzs tend to drop Dynamo Stones at levels 30 and above.
    
    [Balamb Garden]
    Having reported to the rest, Squall returns to the infirmary.
    
    #######################################################################
    4c. [Laguna Dream Sequence Part Four: Trabia Canyon]
    
    Enemies: Ochu, Mesmerize, Bite Bug, Gayla, Ruby Dragon
    Blue Magic: Fire Breath
    Weapons: Red Scorpion (Quistis)
    #######################################################################
    
    Whether Ward appears or not in this event is totally random. I think
    it has something to do with how frequently you read copies of Timber
    Maniacs, though.
    
    Laguna, having exhausted almost all finances during his travels, has 
    taken up a job as an actor. He plays a knight, and in this scene he 
    has to protect a maiden in distress from a dragon, which is played by 
    Kiros and Ward. However, the dragon seems rather authentic in this 
    take...
    
    Controls:
    
    <U.S version>
    
    Square: Defend!
    Triangle: Attack!
    
    <Japanese version>
    
    Square: Defend!
    X: Attack!
    
    There're two methods to get past this mini-game: 
    
    Method 1: Tap the 'Attack!' button once to have Laguna swing his blade,
    then immediately assume a defensive stance to block the dragon's swipe.
    After Laguna parries the blow, have him attack again. Just keep on
    repeating this pattern of attacking and defending and Laguna should
    emerge victorious.
    
    Method 2: Mash away at the 'Attack!' button rapidly. Laguna should
    keep slashing at the Ruby Dragon, and cut off any attempt to retaliate.
    You may have to block occasionally, but it isn't much trouble if you've
    got quick fingers.
    
    When Laguna is re-united with his companions, take the 2nd option to 
    retreat left to a save point. Junction your party and save before 
    returning to confront the dragon.
    
    ------------------------------------------------------------------------
    ENEMY: Ruby Dragon  HP: Variable  Weak: Ice, Holy  
                        Strong vs.: Fire, Wind
                        Draw List: Aero, Firaga, Demi  AP: 14
    
    Just summon Shiva or Alexander, and have the remaining one character 
    attack (have him junction 'Blizzaga' to Elemental Attack if you want)
    or heal. This creature isn't too hard to take down. Remember to plunder
    an 'Inferno Fang' from it! This item allows Quistis to learn her 'Fire
    Breath' Blue Magic or acts as one of the raw materials for Selphie's 3rd
    weapon, the Crescent Wish.
    ------------------------------------------------------------------------ 
    
    Side events: You can encounter Mesmerizes (steal their Mesmerize Blades) 
    and Ochus (gigantic green plants with flailing tentacles -- get their 
    Ochu tentacles) here if you haven't already encountered them. The 
    Ochu has a tendency to rob you of your magic spells, so be careful. 
    
    Ochus are found on the same screen as the Ruby Dragon... it's a pretty
    small space, so make sure you don't go running into the Ruby Dragon
    by accident, if you want some Ochu Tentacles first. Combine 2 Ochu
    Tentacles with 2 Dragon Skins (dropped by high level Anacondaurs) for
    Quistis' 'Red Scorpion'.
    
    [Edea's Orphanage]
    Laguna comes to the orphanage looking for Ellone, but resigns himself 
    to the fact that she's been taken away by the Estharians.
    
    #######################################################################
    4d. [Transition -- Balamb Garden and Edea's Orphanage]
    #######################################################################
    
    Squall ponders the possibility of going back in time to rescue Rinoa 
    when he wakes up... Edea might know something, so off you go.
    
    [Edea's Orphanage]
    Edea locates Ellone's ship, the 'White SeeD', and presents Squall with 
    a letter introducing him and his intentions.
    
    Try selling Edea's letter at a shop for 125 Gil, then returning to
    Edea's Orphanage; Edea will simply hand you another letter, which you
    can sell again. Kinda like an infinite Gil trick, but it's pretty
    worthless if you ask me. Just thought you might like to know ^_^
    
    #######################################################################
    4e. [Finding the White SeeD: Centra Region]
    
    Draw Points: Holy
    Magazines: Timber Maniacs
    Rare Cards: Shiva (Zone), Angelo (Watts)
    #######################################################################
    
    North of the orphanage will be a group of islands. If you ignore the 
    one to the west (the continent with 3 cliffs sticking out into the 
    open sea) you'll find that the remaining islands form a broken ring 
    around a patch of water.
    
    The 'White SeeD' is located somewhere near the south-western 
    shoreline cliffs which encircle this patch of water. You need to do 
    a bit of camera work to actually spot the ship, though.
    
    [White SeeD]
    Squall explains his intentions, but the crew refuses to grant him an
    audience with the leader of the ship. Well, you don't really have to
    leave, so just explore the White SeeD.
    
    Along the way, you'll find Watts (remember him from Rinoa's 'Forest
    Owls'?). He holds Angelo's card and some extra bits of information for
    the inquisitive gamer.
    
    If you follow Zone up to the ship's bridge, you can pick up Shiva's 
    card by exchanging an adult magazine (Girl Next Door from Timber 
    Maniacs building) with Zone after speaking to him a few times. Take
    the 1st option to give it to him for free.
    
    There's also a copy of Timber Maniacs to be found on the ship's bridge.
    You should have collected all of them by this time. Here's a recap of
    their locations:
    
    1. At Balamb Hotel/Train Station   7. At the Repair Shop in F.H
    2. At Timber Maniacs Building      8. At F.H Hotel 2F
    3. At Timber Hotel 2F              9. At the Inn/Artisan's house in
    4. At Hotel Dollet 2F                 the Shumi Tribe Village
    5. At Dollet Pub                  10. At Trabia Garden's cemetery
    6. At Galbadia Hotel 2F           11. At Edea's Orphanage
                                      12. On the White SeeD
    
    They're viewable using the Study Panel at the 2F classroom of Balamb 
    Garden, on the 'School Festival Committee' site.
    
    The Leader awaiting in his cabin tells Squall that when they were caught
    in a conflict between the Galbadian army and the Estharian troops,
    Ellone took the liberty of leaving on an Esthar rescue boat. She's now
    somewhere within the Esthar territory, which is only accessible via the
    bridge at Fishermans Horizon.
    
    Proceeding on into Esthar means you won't be able to visit the other 
    places on the map for quite a while. I've outlined a few *optional* 
    events below which you might want to tackle before moving the story 
    any further.
    
    #######################################################################
    4f. [Centra Ruins Revisited] (note: It's to the north-east of Edea's
                                        Orphanage) <optional>
    
    G.Fs: Tonberry
    #######################################################################
    
    This should be where you fought Odin. Take both Squall and Quistis 
    along, and have them both at critical status with the ability to use 
    their limit breaks. Head for the 3rd screen (the one with the Tonberry
    statue in the center of a circular platform), where you'll have to 
    combat Tonberries. 
    
    Quistis should have a high Speed parameter -- have her unleash her 
    'Micro Missile' Blue Magic on the Tonberry a few times before Squall 
    (with a high Strength rating) steps in to finish off the Tonberry with 
    his Renzokuken. Both of them should be in critical status for this
    tactic to work smoothly.
    
    You'll gain 0 EXP (and Chef's Knives) for your efforts, but after the 
    20th Tonberry you kill, there's a chance of meeting a Tonberry King
    when you defeat another one of those adorable green little creatures.
    
    However, this guy seems to appear randomly, so you might have to rack 
    up quite a few dead Tonberries before actually meeting him. You don't 
    really have to take down 20 of them in one shot; there's always time 
    to head outside to save before continuing. You can use Ifrit's 'Refine 
    Ammo' menu ability to receive 20 Armour Piercing (AP) Ammo for
    Irvine's limit break, from a single Chef's Knife.
    
    <!> Tip:
    Carding 20 Tonberries doesn't work; only killing them will summon the
    Tonberry King.
    
    ------------------------------------------------------------------------
    BOSS: Tonberry King  HP: 90,000+  Draw List: Death, Curaga, Full-life
                         AP: 20
    
    Draw a few 'Full-life' spells, cast a Meltdown spell on him and unleash 
    Squall's Renzokuken. He should be dead by then. Just watch out for 
    his magics.
    ------------------------------------------------------------------------
    
    You'll get your Tonberry G.F. -- you should learn its 'Familiar' 
    menu ability on top of everything else. Its 'Level Up' and 'Level Down' 
    command abilities are also useful for tweaking the enemies' levels -- 
    some of them drop different items at different levels, remember? Keep 
    this in mind the next time you want to collect raw materials for your 
    weapon remodeling events.
    
    And if in future battles, should you find your opponents too difficult 
    for you, just use 'Level Down' on them to halve their levels. Take 
    note that this doesn't work on bosses.
    
    #######################################################################
    4g. [Chocobo Forests] <optional>
    
    G.Fs: Boko the Chocobo (Gysahl Greens)
    Rare Cards: Chicobo
    #######################################################################
    
    Chocobo Forests are dome-shaped forests you'll find on the Trabia and 
    Centra continents. Another one is located among the forests in the 
    north-eastern cliffs on the Overworld -- you'll have to ride a chocobo 
    from the Trabia region, and across the shallow waters to get to this 
    one (the Chocobo Sanctuary) in Grandidi Forest. It's pretty well
    camouflaged.
    
    Side events: The forests in which the Chocobo Sanctuary is hidden in
    houses 2 powerful enemies: the Malboro and the Hexadragon. You don't
    need to trouble yourselves with them now, so run when you see them.
    Fortunately, they appear rarely. If you're feeling daring, mug some
    Red Fangs from the Hexadragon and Malboro Tentacles from the Malboro.
    
    You'll need to get a 'ChocoSonar' and 'ChocoZiner' from the kid within
    a Chocobo Forest. Next, hit the 'Square' button to get a menu:
    
    1. To detect: [ChocoSonar].
    2. To catch: [ChocoZiner].
    3. Help me.
    4. No way, I'm not doing this.
    
    Equip the ChocoSonar. At specified spots, the ChocoSonar will respond
    (watch the red bar) when you tap the 'X' button.
    
    Equip the ChocoZiner, and blow it for a small chocobo to fall down.
    Blow again for it to return. You'll have to do this until there's 
    only a single small chocobo on the screen (there may be multiple
    chicobos in each forest). Talk to it to get a big Chocobo to appear. 
    
    If you happen to activate the ChocoZiner where the sonar shows no
    response, you'll get your equipment snitched by a chicobo. Buy it
    back from the Chocoboy for 700 gil.
     
    Alternatively, you can ask the kid to summon a big Chocobo for you for
    1,200 gil. Also, note that everytime you get the big Chocobo to appear
    by *yourself*, you'll receive a 'Pledge of Affection' (usually just a
    bunch of stones hidden in the ground which you'll have to find using
    the 'ChocoZiner').
    
    Collect all 6 of them (one from each forest) and present these to the
    chocobos in the Chocobo Sanctuary (the one located in the north
    -eastern cliffs mentioned above) for a 'Chicobo' card.
    
    Below are the locations of the 6 chocobo forests:
    
    1. West of Trabia Garden
    2. North-east of Trabia Garden (here's where you should ride a chocobo 
       to get to the Chocobo Sanctuary)
    3. North-west of the Shumi Tribe Village
    4. North-east of the Centra Ruins
    5. East of Edea's Orphanage
    6. South of Kashkabald Desert
    
    I'll give a general example of how the whole procedure works. Let's
    take the Chocobo Forest north-west of the Shumi Tribe Village:
    
    1. Purchase equipment from Chocoboy. You need to do this only once.
    2. Press 'Square' to open up the menu and equip 'ChocoSonar'.
    3. There're a total of 4 spots where the 'ChocoSonar' goes crazy (press
       'X' to use it) for this particular forest.
    4. The spot you're looking for is the one nearest to the Chocokid,
       a few steps north-east from him.
    5. Switch over to the 'ChocoZiner', and blow it at the exact spot using
       the 'X' button.
    6. A single chicobo should fall down. Talk to it, and the big Chocobo
       should appear.
    7. The hidden stones in this forest are somewhere in the upper-right
       regions of the screen. Keep using the 'ChocoZiner' in this area.
    8. The Chocobo should dig up the stones for you, and you're done.
    9. Of course, it isn't as easy for the other Chocobo forests. The
       Chocoboy will provide a small hint for a price, though.
    
    And here's another example, this time from the Chocobo Forest north
    -east of the Centra Ruins. I've had a lot of e-mails on this:
    
    1. You'll need to be very careful in this area, because there's only
       one spot in the entire forest where the 'ChocoSonar' reacts.
    2. And this spot is extremely small, hence much harder to find.
    3. Starting from the left of the Chocoboy (or the Chocoboy's right
       side), keep walking north.
    4. Repeatedly use the 'ChocoSonar' for every single small step Squall
       takes. You'll eventually find the spot.
    5. Blow the 'ChocoZiner' to get the Chicobo. Talk to it to get the
       Chocobo to appear.
    6. The Chocoboy's standing over the spot where the stones are hidden.
       Challenge him to Card Battle using 'Square', but instead of playing
       a game, tell him to move (3rd option).
    7. Search the spot using the 'ChocoZiner' for the hidden stones, and
       you're done.
    
    If you don't feel like doing this event now, you can leave it until
    you've acquired the air-ship Ragnarok, which will be later on in the
    game. I'll remind you.
    
    Some people have written in requesting for full guides to each forest;
    well, half the fun is figuring out the puzzles and trying to decipher
    the Chocoboy's cryptic clues, so... I'm afraid I won't be providing
    them anytime soon. Still, you can refer to Part II of Scott Ong's
    'Final Fantasy VIII FAQ' at www.gamefaqs.com for help.
    
    <Riding a Chocobo>
    D-pad/Left Analog Stick: Gets the chocobo moving. Btw, all chocobos
                             have the ability to cross shallow waters.
                             Such areas are identified as having a lighter
                             shade of blue compared to the deeper dark
                             -blue regions of the oceans
    Start: Brings up the bar that toggles the rumble feature on/off and
           pauses the game
    Select: Toggles the World Sphere/Map on/off
    X (U.S): Dismount from the Chocobo. When you do that, the chocobo will
             scoot off on its own; you'll need to re-capture it again at
             a Chocobo Forest if you want to ride one later, assuming
             you have yet to solve the puzzle there. 
             In the Japanese version of ff 8, press 'Circle' to dismount.
    
    These adorable creatures are pretty fast on their feet. Also, you can't
    encounter enemies while riding on a chocobo. Incidentally, the Gysahl
    Greens you can purchase from the chocoboy allow you to summon Boko
    in battle. They're kinda useless though, seeing how their 'Choco Fire'
    damages a single opponent for only a measly 500+.
    
    The chocobo can power up its attacks in battle, but you'll need a 
    Pocket Station peripheral, which is sold separately. Unfortunately,
    I don't own the latter ^_^
    
    #######################################################################
    4h. [CC Group] <optional>
    
    Rare Cards: MiniMog, Carbuncle, Leviathan, Gilgamesh
    #######################################################################
    
    After Squall emerges victorious in about 15 to 20 Card Battles in
    Balamb Garden, the Card Club Quest becomes available. By this I mean
    you can do Card Battle with the various members of the CC Group in
    Balamb Garden. Here're their locations, and the order in which you
    should challenge them:
    
    (note: Some of them appear randomly. If they're not where I said they
           should be, try leaving and re-entering the same area again.)
    
    Jack: He can be spotted wandering around the Garden Directory Board on 
          the 1F.
    Club: He wanders the northern regions of the 1F.
    Diamond: 2 girls will be walking up to the Garden Directory Board on
             the 1F; challenge them only when they both stop to chat at
             the Directory Board.
    Spade: A man near the lift on the 2F. He doesn't appear too often.
    Heart: Xu on the 3F Command Center.
    King: Speak with Nida after defeating Xu, then converse with Dr.
          Kadowaki at the infirmary using 'Square'. Head for Squall's
          cabin, and ask your companions to leave you alone.
          Choose to rest, and during the night, King will appear randomly.
          If you fail to win, you can have a re-match on the 3F Bridge.
    Joker: In the Training Center (appears at random). He'll also sell you 
           items. Plus, if you manage to beat him, he'll upgrade your 
           'Battle Report' to include a 'G.F Report'. This guy appears
           randomly near the 'Blizzard' draw point after you defeat Jack.
    
    The CC Group members hold excellent (and rare) cards among themselves. 
    Below are the 3 G.F. cards you should be able to pick up from them:
    
    Heart: Carbuncle
    King: Gilgamesh
    Joker: Leviathan
    
    If you haven't done so already, the kid in blue circling the 1st Floor
    of Balamb Garden holds the MiniMog card.
    
    ########################################################################
    4i. [Miscellaneous Updates Part Two] <optional>
    
    Weapons: Punishment (Squall), Gauntlet (Zell), Red Scorpion (Quistis) 
    ########################################################################
    
    {Preparations}
    
    Have Alexander learn its 'Medicine Data' character ability, followed by
    'Medicine Level Up' menu ability. It helps if you're combating Cactuars
    at the Kashkabald Desert, to the east of the Centra Ruins. One more
    thing: learn Pandemona's 'Initiative' (Saigeke) character ability, which
    allows a character to always start a battle with a full time bar.
    
    Before you go into Esthar, you'll want to have the following -- 6 Steel
    Pipes (refine the lv. 5 Elastoid's card or steal from Wendigos - use
    Tonberry's 'Level Down' ability on them if their levels are too high 
    - in Roshfall Forest) and 60 Remedies. Use G.F. Alexander's 'Medicine 
    Level Up' Menu Ability to refine these 60 Remedies into 6 Remedy Pluses. 
    The above items are essential for acquiring a G.F. later on. 
    
    <!> Tip:
    Roshfall Forest is north of Timber. Use the menu screen's location
    displayer feature (the window to the lower left in the main menu) to
    confirm that you're in the right place.
    
    You might also want to learn Tonberry's 'Call Shop' Menu Ability. It'll 
    come in handy on your future journeys.
    
    {Weapons}
    
    Weapon remodeling is optional here though, so you can pretty ignore
    the following section (which basically serves as a reminder):
    
    Squall: His 'Punishment' requires a Chef's Knife, 2 Star Fragments,
            1 Turtle Shell and 8 Screws.
            You can either modify 3 Iron Giant lv. 5 cards to 1 Star
            Fragment, or combat T-Rexaurs at Balamb Garden's Training
            Center, and hope they drop Star Fragments when defeated.
    Zell/Quistis: Acquiring Dragon Skins should prove easier now; use
                  Tonberry's 'Level Up' command on Anacondaurs in Roshfall
                  Forest, then defeat them to make them drop the items.
                  The Gauntlet requires 1 Dragon Skin and 1 Fury Fragment;
                  Quistis' Red Scorpion requires 2 Ochu Tentacles and 2
                  Dragon Skins.
    
    Like I said, weapon remodeling at this point in the game is not
    essential. I'll guide you towards obtaining each character's ultimate
    weapon later on in the walkthrough. 
    
    #######################################################################
    4j. [Fishermans Horizon Bridge]
    #######################################################################
    
    Pilot Balamb Garden over to F.H and the scene will switch to Squall. 
    Pick up Rinoa from the infirmary.
    
    [Horizon Bridge]
    You'll meet up with the rest of your party at the end of the bridge. 
    Quistis teases Squall about Rinoa, before Edea tells Squall to meet 
    up with Professor Odine in Esthar. Zell remarks that Squall should 
    have a rough idea of who he is:
    - Yeah, I remember.
    - I can't remember... tell me more. *
    - Whatever.
    Head off into the background.
    
    ########################################################################
    4k. [Esthar Region]
    
    Enemies: Mesmerize, Malboro
    ########################################################################
    
    Edea will be playable, and starts off at lv. 26. Don't bother to raise 
    her levels as she'll only be with you temporarily. Edea has a rather 
    good affiliation with your G.Fs however, so make her your primary 
    summoner if you wish. Head towards the lake (remember to junction 
    Edea if you're gonna use her; she has zero spells available when she 
    joins you).
    
    I didn't detail Edea's limit break in the 'Cast' section in case I
    ruin the plot for some of you... here it is:
    
    Limit Break: Ice Strike
    Edea conjures up a gigantic ice javelin, and hurls it towards her
    opponents. It's similar to the spell she used on Squall towards the end
    of Disc One, during the Galbadian Parade.
    
    ########################################################################
    4l. [Great Salt Lake]
    
    Enemies: Vysage, Lefty, Righty
    Draw Points: Meteor, Thundaga
    ########################################################################
    
    Set your party and proceed one screen upwards. While not immediately 
    obvious in the next area, there's actually a fork here. Have Squall run 
    up the head of the fossil, and follow the path to a cliff (you'll pass 
    a 'Meteor' and 'Thundaga' Draw Point on the way). Hit 'X' (U.S) or
    'Circle' (Japanese) at the edge of the cliff to leap off it, and follow
    the snowy path to the north.
    
    Side events: Vysages roam this area. Summon Siren to silence their
    efforts (and laugh sadistically when they attempt to cast Esuna), and
    steal a 'Life Ring' from Lefty if you haven't done so already. An
    alternate way to mute them would be to junction 'Silence' to Status
    Attack, and smack them with a weapon.
    
    Take a right in the next screen for a save point. At 2 more screens 
    left from the previous save point, you'll meet up with another 
    fossil... only this time it's very much alive.
    
    ------------------------------------------------------------------------
    BOSS: Abadon  HP: 17,010  Weak: Fire, Holy, Heal 
                  Draw List: Cura, Esuna, Dispell  AP: 40
    
    Have 2 characters summon Ifrit and Alexander while the remaining one 
    attacks (junction Fira to Elemental Attack) or heals. If you've learnt 
    Leviathan's 'Recover' command ability, use it to inflict 9,999 worth 
    of damage on Abadon.
    
    Sometimes Abadon will assume a standing posture (as opposed to its 
    earlier hunched posture) in the duration of the fight. In this mode 
    both physical and magical attacks are practically useless against it; 
    cast Cure spells or the 'Recover' command on Abadon at this time to 
    actually damage it. A 'Phoenix Down' on it also works, but it tends to
    miss most of the time.
    ------------------------------------------------------------------------
    
    Head to the north-east when you're done. Have Squall examine the 
    strange looking background to uncover an opening in mid-air. Climb up 
    to it.   
    
    [Esthar City]
    Proceed to the right (it's a one-way path actually), screw around 
    with the panel on the left if you want (it gives you a bit of info on
    Esthar), then enter the door to the north-east.
    
    Step through the door in front of you after the elevator stops for a 
    nice FMV sequence introducing the capital city of Esthar.
    
    #######################################################################
    4m. [Final Laguna Dream Sequence: Lunatic Pandora Laboratory]
    
    Enemies: Esthar Soldiers, Elastoid, Gesper
    Draw Points: Death, Double, Flare
    Magazines: Weapons Monthly First Issue (Lunatic Pandora Lab.)
    Blue Magic: Homing Laser
    #######################################################################
    
    Laguna complains about the lack of meals to the soldiers; talk to both 
    Esthar soldiers twice to get things moving. They tell Laguna to help
    with some work upstairs.
    
    Alternate your conversations between the Moomba and another man here 
    to trigger a fight with an Esthar soldier.
    
    Kiros and Ward will arrive now -- junction them first (1st option) 
    before engaging more enemies in combat. You'll combat a Gesper and 2 
    Esthar soldiers.
    
    Get rid of the Gesper first; it has the annoying ability to remove a
    character from the battle fray via its Degenerator. The darker Esthar
    soldier knows 'Death', so you might want to be protected from that.
    
    Enter the right elevator to reach the ground floor. You can eavesdrop 
    on Dr. Odine's conversation with his assistants if you want, or just 
    head right to exit. Save outside, and Laguna will be informed that Dr. 
    Odine knows Ellone's whereabouts. Return to the Laboratory.
    
    Pick up the final (or First, deciding how you look at it) issue of 
    Weapons Monthly on the floor upon entering the complex. Head back to 
    the basements to find Dr. Odine. You'll have to combat his cronies 
    before chasing after him -- be sure to plunder a 'Laser Cannon' from 
    the Elastoid! This allows Quistis to learn her 'Homing Laser'. Btw,
    the Elastoid has to be at levels 30 and above first.
    
    Laguna manages to squeeze some information out of him -- Ellone is 
    located at Odine's Laboratory.
    
    [Doctor Odine's Laboratory]
    More enemies await you here, but Laguna can easily dispatch them. Check 
    the circular object in the center; it's actually an elevator. Enter the 
    door in front when you reach the 2nd floor.
    
    Obliterate those pesky Estharians and look through the blue glass in 
    the background to see Ellone. Examine the control panel to the right,
    then descend back to the 1st floor. Step through the door in the
    background (it should be openable now) to rescue Ellone. Laguna
    apologizes for coming late.
    
    #######################################################################
    4n. [Esthar City]
    
    Draw Points: Double, Flare, Blizzard, Quake, Tornado, Curaga
    Magazines: Pet Pals Vol. 5 and 6 (Esthar Pet Store)
               Combat King 004 (Esthar Soldier)
               Occult Fans Vol. IV (Presidential Palace)
               ... plus almost any magazine, in fact
    Rare Cards: Ward (Dr. Odine)
    #######################################################################
     
    Board the car to meet up with Odine at the Presidential Palace. He 
    agrees to help, but on condition that Rinoa be left behind to be kept 
    under observation. Doctor Odine holds Ward's card, btw. You can exit 
    the Palace by heading down and taking a right to reach an elevator pod. 
    
    Esthar is probably the largest city you'll ever come across in the 
    whole of ff 8; below is a map I've constructed for your own reference:
    (actually, I think the topography is *still* baffling...)
    
                              Presidential Palace
                                        |
            /-----------------------------------------------------------\
            |               |                        |                  |
            |               |  E                     |                  |
            |               |------------------------|------------------|
            |               |                       X|                  |
            |               |  CK                    |        (dead end)|
            |------------------------------------    |                \-|
            |              Y|                   |    |                  |
            |               |                   -----|                  |
            |               |                        |            Esthar| 
            |               |                        |          Shopping| 
    Air     |               |                        |              Mall| 
    Station-|               |                        |                  | 
            |               |                        |                  | 
            |               |(Left Side) (Right Side)|                  |
            \---------------+------------------------+------------------/
                            |                        |  
                    Odine's Laboratory           Car Rental
                                                     |
                                                 Overworld
    
    *at point X the straight path goes over the horizontal path; at point Y 
     the horizontal path goes over the straight path. You'll find a save
     -cum-heal point south-east from the Air Station. The points E and CK
     have no meaning now, but take note of their positions; you'll be
     needing them later.
     
     Some of the shops are open for business at this time, but those like
     'Cheryl's Shop' stay closed permanently. However, repeated visits to
     the same shop can sometimes throw up special gifts for the party; I
     managed to get a Rosetta Stone (lets a G.F. learn Ability x4 junction
     ability) from Cheryl's Shop. Also, make sure you've learnt Tonberry's
     'Familiar' menu ability; that should allow you to purchase all the
     remaining issues of Pet Pals and Combat King for Rinoa and Zell
     respectively. Purchase a 'Force Armlet' from the shopping mall as
     well. You'll need one of these for Rinoa's final weapon.
    
     Power Wrists are sold at the same Pet Store as well. You can use G.F
     Siren's 'Tools RF' menu ability to obtain 10 Aura Stones from a 
     single Power Wrist.
    
    <!> Tip:
    Aura (Stones) is a spell which dramatically increases the chances of
    a character activating his or her limit break, even though their HP
    may not be at critical status.
    
     Another store which seems to be closed (but isn't) is Johnny's. You 
     might have to visit it repeatedly to get it to open; he sells rare 
     recovery items such as X-Potions, Mega Phoenixes and Elixirs.
    
     You can also pick up the final volume of Occult Fans here. Speak
     with the Presidential Aide near the Air Station, then return to the
     Presidential Palace. Talk to the Presidential Secretary there, and
     he'll drop the magazine when he leaves.
    
     If you don't feel like purchasing a copy of Combat King 004, try
     finding a lone Esthar soldier in the city. I've marked his position
     with a 'CK' in the map above; speak to him once. He won't give you
     the magazine yet, but just remember his location. You'll be returning
     to him soon.
    
     When you're done shopping, you can exit Esthar. I advise you rent a
     car on your way out if you want to explore the region; it's huge.
    
    #######################################################################
    [Esthar Region] <optional>
    
    Enemies: Bite Bug, Glacial Eye, Gayla (Estharian highways)
             Mesmerize, Malboro (Fields)
    Blue Magic: Bad Breath
    #######################################################################
    
    Run around on the Esthar continent (not on the Estharian highways, 
    mind you) to encounter Mesmerizes and Malboros (low encounter rate).
    Malboros tend to appear on the West Coast of Esthar, and have a 'Bad
    Breath' skill which causes every kind of status malady to all members,
    but you're going to fight it. Here's how:
    
    Have one character equipped with a 'Mug' command ability and junction
    both 'Confuse' and 'Berserk' (or more if your G.F. allows it) to Status
    Defense for the entire fighting party.
    
    When you do encounter a Malboro (ugly green plants with a black mouth), 
    the only malady from its 'Bad Breath' preventing the party from acting 
    will be 'Sleep', so wait until the Malboro smacks you with a physical 
    attack. Your primary goal will be to wake the character equipped with 
    'Mug' up, so if the Malboro attacks someone else, have that someone 
    else target your stealer, and have him/her steal from the Malboro
    before you escape. You'll need 9 Malboro Tentacles in total. Use one of
    them on Quistis for her to learn 'Bad Breath'.
    
    Alternatively, you can utilize Pandemona's 'Initiative' character 
    ability. This allows the particular character to always start a battle 
    with a full time bar; have your stealer equipped with this, plunder 
    quickly from the Malboro and escape. Remember to cure your characters 
    after the fight!
    
    You should have access to a total of 5 places (the Esthar City, Lunatic
    Pandora Laboratory, Sorceress Memorial, Lunar Gate and Tears' Point) on
    the Estharian continent. Check your map, and head to Tears' Point in the 
    south-east. You can rent a car if you want to.
    
    ########################################################################
    4o. [Tears' Point] (note: Check your map) <optional>
    
    Draw Points: Life, Reflect
    G.Fs: Doomtrain
    ########################################################################
    
    Ominous-looking, isn't it? You'll need to proceed into the interior of 
    this place; right under the giant statue in the core of Tears' Point 
    will be a sparkling object - Solomon's Ring. 
    
    You'll need to have 6 Malboro Tentacles, 6 Steel Pipes and 6 Remedy 
    Pluses (I did tell you to get them earlier on, right?) before you use 
    Solomon's Ring in the Item screen -- say hello to a new G.F, Doomtrain 
    (Grasharaboras): ff 8's equivalent of ff 7's Hades.
    
    Doomtrain enables a character to have Elemental Attack and Defense,
    plus Status Attack and Defense junction abilities.
    
    #######################################################################
    4p. [Lunar Gate] (note: Check your map; it's to the east)
    #######################################################################
    
    Enter the complex, then talk to the girl standing at one of the gates.
    Angelo will make her appearance; Squall assures her that they will 
    save Rinoa.
    
    Follow the Estharian to the blasting capsule, where he'll brief you on 
    your space journey. He cautions Squall by saying that it'll be a bit 
    dangerous:
    - (... Space? Let me think about it.)
    - (... I'll do whatever it takes.) *
    
    You'll have to form a party consisting of Squall, Rinoa and another 
    one of your companions other than Zell and Edea. You won't be doing
    much fighting up in space, so take a 3rd character who's relatively
    high in terms of levels.
    
    Zell volunteers to take care of things down here:
    - (... Not too sure about that.)
    - (... Trust Zell.) *
    The blast-off sequence commences shortly. Save outside, and return to
    Esthar City as Zell.
    
    #######################################################################
    4q. [Lunatic Pandora Invasion -- Esthar City]
    
    Enemies: G-Soldier, Elite Soldier, GIM52A
    Magazines: Combat King 004 (Esthar Soldier)
    #######################################################################
    
    Stock up on items here, then pay a visit to the lone soldier again (see
    previous Esthar City section). Converse with him, and when he leaves
    he'll give Zell a copy of 'Combat King 004'.
    
    Make your way to Odine's Laboratory afterwards. Be sure to have saved
    your game first.
    
    Inside, ride the elevator to meet up with Dr. Odine. He informs Zell 
    that Galbadia has succeeded in recovering the Lunatic Pandora; Zell 
    decides to sneak aboard to take a look. According to Odine, the Pandora 
    should stop over at 3 points in Esthar within a period of 20 minutes:
    
    15:00~12:00 -- Center of Esthar. You have 5 to 8 minutes to make it 
                   there.
    10:00~5:00 -- Juncture 'X' marked on the map above. It'll take about 
                  10 to 15 minutes for the Pandora to reach there.
    3:00~0:00 -- North of the Shopping Mall, where a dead end is marked. 
                 You have 17 minutes to station yourselves there.
    
    Boarding the Pandora as early as possible allows Zell to explore more 
    of it. You can use the 'Square' button to view the locations of the 
    stop-overs. I'll guide you to the 1st one:
    
    1. Exit Odine's Laboratory.
    2. Move 2 screens right when you reach the highway. You'll pass by 2 
       signs marked 'Left Side' and 'Right Side'.
    3. Head up at the juncture.
    4. Climb the stairs to your left.
    5. You've reached the city center. The Presidential Palace should be 
       visible in the background. Wait for the Pandora. You have to defeat
       a few Galbadian troopers before actually getting into the Pandora.
    
    ########################################################################
    4r. [Lunatic Pandora]
    
    Enemies: G-Solider, Elite Soldier, GIM52A, SAM08G
    Draw Points: Curaga, Meteor, Holy, Confuse, Silence, Ultima
    G.Fs: Phoenix (Phoenix Pinion)
    Magazines: Combat King 005
    Blue Magic: Ray-Bomb
    ########################################################################
    
    What you did in Laguna's 2nd Scenario (event 1p.) way back in Disc One
    affects the areas accessible to you here. I'll assume you activated all
    the traps during the 2nd Scenario.
    
    If you didn't activate all the traps, then just head straight for the
    green 01 elevator after climbing the stairs, and follow the trail (it
    only splits once; take the northern path) to get dumped out of the
    Pandora by a rather unfriendly machine.
    
    Right from the start you'll find a 'Meteor' Draw Point (which recovers 
    quite fast). Head up the stairs and take the blue 02 elevator. Follow
    the path, and when it splits, take the left route.
    
    Proceed (it's a one-way path anyway) until you reach a red 03
    elevator. To the bottom-right of the screen should be a couple of
    stairs. Run down from there to reach a ladder; descend to find a
    'Confuse' DP. Go right into the tunnel to get a 'Love Love G', which is
    hidden. You'll need to examine the area.
    
    Head left from the 'Confuse' draw point, and you'll eventually see 3
    opened doors. Each of them hides a gift. Starting from the right
    door: 1 Power Generator (lets Quistis learn Ray-Bomb), a 'Silence'
    draw point, followed by a Phoenix Pinion.
    
    Proceed further left to find a copy of 'Combat King 005' on the ground.
    Head all the way into the background, then go left and examine a hidden
    area to the left of the door for an 'Ultima' draw point. Make your way
    back to the red 03 elevator you passed earlier on.
    
    The red elevator should take you back to the lobby. Make your way left 
    and board the green 01 elevator. You'll find a 'Holy' DP here. There's
    also a small alcove to the left of the screen; examine it to find a
    'Spd-J Scroll'.
    
    A save point awaits when you move north. Directly above it will be 
    a fork in the route; choose the northern one for the party to be
    rather unceremoniously kicked out of the Pandora. All other routes
    in the Pandora lead to dead-ends.
    
    
                                 ++++++++++++++
                                 5. L o v e r s
                                 ++++++++++++++
    
    ===================
    Sections appearing:
    ===================
    
    5a. Lunar Base
    5b. Ragnarok
    5c. Sorceress Memorial
    5d. Cactuar Desert (optional)
    5e. Deep Sea Research Center Part One (optional)
    5f. Deep Sea Research Center Part Two (optional)
    5g. Shumi Tribe Village Revisited 2 (optional)
    5h. UFO Sightings (optional)
    5i. Islands Closest to Heaven and Hell (optional)
    5j. Timber Region: Obel Lake Quest (optional)
    5k. Other Side Events (optional)
    5l. Edea's Orphanage Revisited
    5m. Esthar President: Esthar City
    5n. Miscellaneous Updates Part Three (optional)
    5o. Re-entering Lunatic Pandora
    5p. Final Lunatic Pandora
    
    
    ########################################################################
    5a. [Lunar Base]
    
    Draw Points: Meteor, Meltdown
    Rare Cards: Alexander (Piet), Laguna (Ellone)
    ########################################################################
    
    Squall will wake up at the Lunar Dock. Run over to pick up Rinoa, then
    follow Piet into the Med Lab. Place Rinoa in the chamber, save and exit.
    
    Outside the Med Lab, keep moving up to reach the Control Room. Examine
    the panels to the upper-right for a short sequence before talking to
    Piet. Choose the 2nd option to ask about Ellone's whereabouts.
    Incidentally, Piet holds G.F. Alexander's card, but it'll take a while
    to win it due to the 'Random' rule here. Leave the Control Room.
    
    Squall will see a flight of stairs to the left of the screen. Ascend 
    that and go through the door. You can talk to the girl standing in the 
    tunnel (take note of the Locker Room to the right) for a sequence 
    introducing Adel. Proceed down the corridor.
    
    Ellone will be waiting for you behind the door to the south, but before 
    you talk to her, have Squall initiate Card Battle. She holds Laguna's 
    card, which when refined gives you 100 of those Hero's Medicine. These
    items will make your quest ridiculously easy. However, expect the 
    'Random' rule to cause a lot of resetting and replaying on your part. 
    
    Squall will ask of Ellone to take a look at Rinoa, but an accident 
    prevents them from getting any further. Head to the Med Lab. Squall
    will be powerless to stop Rinoa (he'll be bounced away each time you
    try to get near), so just retrace your steps back to the Control Room.
    Check the panel after Rinoa has made her presence felt.
    
    Next, tail Rinoa to the 2F Locker Room... you'll witness a 'Lunar
    Cry', the same catastrophe which destroyed the Centra continent 80
    years ago. Enter the Locker Room now, and examine the lockers for
    Squall's astronaut outfit. Head to the air lock on the left. It'll be
    a futile pursuit for Rinoa; make your way into the foreground after the
    air lock shuts, and return to the Control Room.
    
    Converse with everyone here, followed by Ellone. Head right to reach an
    elevator, and descend using it. Save when you reach the bottom, then
    proceed right. Enter the un-occupied escape pod.
    
    [Escape Pod]
    Squall pleads with Ellone to transfer him into Rinoa's memories; Ellone 
    lets him witness 3 separate incidents: one involves Rinoa forcing 
    Irvine to turn back to D-District Prison to rescue the rest; another has 
    Rinoa asking Zell if he could help her get a replica of Squall's ring.
    
    *spoiler here... skip this paragraph if you wish*
    The final one will be a scene after defeating Edea in Galbadia Garden. 
    Squall watches as Ultimecia transfers herself from Edea into Rinoa's 
    body... she wakes Seifer up, and orders him to salvage the Pandora.
    
    Squall decides to risk his life to try save Rinoa. Upon climbing out 
    of the escape pod, you have to play a mini-game:
    
    Use the d-pad and mash away at the 'Triangle' (U.S) or 'X' (Japanese)
    button to adjust Squall's point of view until you see Rinoa in the
    center of the screen. Keep her positioned in the center, and when the
    timer hits zero you'll be reunited. A bit of a no-brainer, actually.
    Enjoy the FMV sequence!
    
    ########################################################################
    5b. [Ragnarok]
    
    Enemies: Propagator
    Draw Points: Life, Cura, Full-life
    ########################################################################
    
    Check the panel to the left to close the air lock, then proceed upwards. 
    Rinoa will playfully ask Squall for a hug ^_^ Anyway, head up one more 
    screen when she's done.
    
    You'll find that you have company... aliens. They have the ability to 
    regenerate themselves when you kill them; the only solution is to 
    defeat them in pairs. 
    
    By that I mean out of the 8 aliens you find on board the Ragnarok, 
    there'll be a pair of yellow, red, green and purple aliens. You must 
    kill 2 of the same kind *consecutively*. However, these guys attack
    the moment they spot you, so you have to be quick to dodge them.
    
    Start your alien hunt (remember to junction your party) by heading to 
    the right and descending the steps. You'll find a purple one at the 
    bottom of the stairs.
    
    ------------------------------------------------------------------------
    BOSS: Propagator  HP: 3,800
                      Draw List: Thundaga, Esuna, Life, Curaga  AP: 5
    
    These guys share the same statistics. Well, they're quick on the 
    offensive and like to cast both 'Thundara' and 'Silence', so you might
    want to be well-protected from these 2 spells. Actually, what I usually
    do with them is to have Squall and Rinoa junction 'Sleep' to Status 
    Attack -- they're pretty weak against that. Make sure your 2 members 
    have a high Strength rating for a quick and effortless victory.
    ------------------------------------------------------------------------ 
    
    There'll be 2 doors in front of you; take the left one. Behind this door 
    lurks a red alien -- you don't want to face him now, so make a beeline 
    for the door to the left upon entering this area to dodge his charge. 
    The next room holds a purple alien. Toast him.
    
    Back-track to the previous room now, and defeat the red alien. Go 
    through the door to the south, back to where you fought your 1st 
    purple alien. Climb the stairs to the right to find yet another red 
    alien for the kill. 
    
    Descend back down to the 1F. This time, enter the door in the 
    upper-right corner (it's a bit hard to see it) to pay a visit to a 
    green alien. 
    
    Save here when you're done with him. Now go to where you 1st met a 
    red alien, then move 2 screens left to find a green one. He'll be 
    number six to go down.
    
    Look for a door to the left; step through to face a yellow alien in 
    the Passenger Deck. The panel behind it tells Squall what you already 
    know: defeat the eight aliens in pairs of the same colour. 
    
    Finally, proceed back to where you first entered the Ragnarok; you'll 
    find your last yellow alien along the way. You know what to do with 
    him, don't you? Save afterwards.
    
    Make your way back to where you found your 2nd green alien, and 
    ascend the elevator it guarded. Enjoy the romantic little scene with 
    Squall and Rinoa.
    
    *spoiler here... skip this section if you wish*
    As Rinoa snuggles up to Squall, the latter asks why she wants to be 
    so close to him. Rinoa responds by saying, "Isn't this what Squall 
    wants?" ^_^ but Squall says he's a bit un-accustomed. 
    Upon further questioning, Squall admits that he dislikes being tied 
    down by emotions... because he's afraid of losing his loved ones. 
    Later on, when Rinoa is identified as the witch who freed Adel, Squall 
    comforts her, believing she has led him down the right path... and that 
    he'll never let go of her.
    *end spoiler*
    
         "Eyes on Me"
         Performed by Faye Wong
         Music Composed by Nobuo Uematsu
         Lyrics by Kazumi Someya
    
         Whenever sang my songs
         On the stage, on my own
         Whenever said my words
         Wishing they would be heard
         I saw you smiling at me
         Was it real or just my fantasy
         You'd always be there in the corner
         Of this tiny little bar 
             
         My last night here for you
         Same old songs, just once more
         My last night here with you?
         Maybe yes, maybe no
         I kind of liked it your way
         How you shyly placed your eyes on me
         Oh, did you ever know?
         That I had mine on you 
             
         Darling, so there you are
         With that look on your face
         As if you're never hurt
         As if you're never down
         Shall I be the one for you
         Who pinches you softly but sure
         If frown is shown then
         I will know that you are no dreamer 
             
         So let me come to you
         Close as I wanna be
         Close enough for me
         To feel your heart beating fast
         And stay there as I whisper
         How I loved your peaceful eyes on me
         Did you ever know
         That I had mine on you 
             
         Darling, so share with me
         Your love if you have enough
         Your tears if you're holding back
         Or pain if that's what it is
         How can I let you know
         I'm more than the dress and the voice
         Just reach me out then
         You will know that you're not dreaming  
    
    Note: Lyrics courtesy of 'Musical World of Final Fantasy'. Refer to 
          the Credits section for more details.
    
    [Ragnarok]
    After Rinoa's departure, head back into the Passenger Deck of the 
    Ragnarok. Squall will be reprimanded by Quistis for not stopping 
    Rinoa... he decides to reclaim his love from the Estharians. Proceed 
    to the cockpit of the Ragnarok to launch the ship.
    
    <Piloting the Ragnarok>
    
    The Ragnarok can land on practically any terrain, with the exception
    of forests, water and some cities. It doesn't consume any Fuel either,
    so fly it all you want.
    
    U.S version controls:
    
    Up/Down: Points the nose of the Ragnarok downwards and upwards
             respectively
    Left/Right: Changes direction ship is facing
    Right Analog-Stick: Moves ship forward or backward
    Start: Brings up the bar that toggles the rumble feature on/off and
           pauses the game
    Select: Toggles the World Sphere/Map on/off
    X: Lands the ship. The Ragnarok is capable of landing on any type of
       terrain, with the exception of water and steep mountainous areas /
       Press to mount the ship
    Triangle: Reverses ship
    Square: Accelerates ship
    Circle: Return to Ragnarok's cockpit
    R1: Rotates the camera clockwise
    L1: Rotates the camera anti-clockwise
    R2: Switches between view points
    
    Japanese version controls:
    
    Up/Down: Points the nose of the Ragnarok downwards and upwards
             respectively
    Left/Right: Changes direction ship is facing
    Right Analog-Stick: Moves ship forward or backward
    Start: Brings up the bar that toggles the rumble feature on/off and
           pauses the game
    Select: Toggles the World Sphere/Map on/off
    Circle: Lands the ship. The Ragnarok is capable of landing on any type
            of terrain, with the exception of water and steep mountainous
            areas/Press to mount the ship
    X: Reverses ship
    Square: Accelerates ship
    Triangle: Return to Ragnarok's cockpit
    R1: Rotates the camera clockwise
    L1: Rotates the camera anti-clockwise
    R2: Switches between view points 
    
    Btw, the Ragnarok has an auto-pilot feature. Hit 'Select' until you 
    get to view the full world map, move the cursor to your destination 
    and push the 'X' (U.S) or 'Circle' (Japanese) button to confirm. Press
    the cancel button while the Ragnarok is on auto-pilot mode to switch
    this function off.
    
    Some of you may wonder how to get back into Fishermans Horizon or
    Balamb Garden; simply fly the Ragnarok over F.H, and land.
    
    ########################################################################
    5c. [Sorceress Memorial]
    
    Draw Points: Stop
    ########################################################################
    
    It's located on the Estharian continent, south of Lunatic Pandora 
    Laboratory. Check your map. 
    
    Just run into the complex, where the Esthar guards will let Squall 
    through to see Rinoa one last time. Of course, Squall has other ideas. 
    Head to the upper-left opening to rescue Rinoa when the party makes 
    their intentions clear to the engineers there. You can leave now.
    
    [Ragnarok]
    Back in the cockpit of the Ragnarok, Rinoa apologises for the trouble 
    she had caused. She suggests heading to Edea's Orphanage for a quieter 
    and less crowded environment.
    
    But before you do that, a wide array of optional events have been 
    opened up with the acquisition of the Ragnarok... I suggest you do 
    them first before proceeding to Edea's Orphanage.
    
    Also, Rinoa will be behind some of your members in levels... make sure
    you build her up, and don't neglect resuming learning her 'Combine' 
    limit breaks with Angelo.
    
    She has also learnt a new limit break, 'Angel Wing'. This skill puts
    her in 'Berserked' status, but she'll cast spells (NOT from your
    stocked magic lists) at random instead of doing physical attacks. Each
    spell used under this condition by Rinoa hits for approximately 5
    times the damage.
    
    #######################################################################
    5d. [Cactuar Desert] <optional>
    
    Enemies: Cactuar
    G.Fs: Cactuar
    #######################################################################
    
    To the east of Kashkabald Desert on the Centra continent will be a
    small island. You will be able to spot a Cactuar appearing and 
    disappearing at random on this island, so land your Ragnarok and run 
    over to confront it.
    
    ------------------------------------------------------------------------
    BOSS G.F: Jumbo Cactuar  HP: 60,000  Weak: Water  
                             Draw List: Meltdown, Demi, Tornado  AP: 20
    
    This guy has a few pretty nasty attacks; it'll slam itself down on your
    party, causing moderate sums of damage to everyone, or cast '10,000 
    Needles' which damages a character for 10,000 HP, so stock up on those 
    Phoenix Downs and Life spells. G.F. Alexander's 'Revive' command
    ability's useful too.
    
    What you'll want to do here is to junction 'Water' to Elemental Attack 
    and have Leviathan at the ready. Cast 'Meltdown' if you have it. If 
    Squall gets hit by '10,000 Needles', revive him with a Phoenix Down, 
    but don't heal him -- his Renzokuken works well on the Jumbo Cactuar.
    
    After enduring quite a bit of damage, the Jumbo Cactuar may begin to
    hesitate; cease all weak attacks, and finish it off with Leviathan or
    Renzokuken. Otherwise, it'll run away, and you'll have to start all
    over again.
     
    You'll acquire a new G.F. for your troubles. Btw, *only* Cactuars 
    appear on this island, so head here the next time you want some A.P.
    ------------------------------------------------------------------------
    
    G.F. Cactuar offers a wide variety of level up bonuses such as 
    'HP Bonus' and 'Vitality Bonus' character ability. Junction it to a 
    party member who's about to gain a level to make full use of them.
    
    ########################################################################
    5e. [Deep Sea Research Center Part One] <optional>
    
    Enemies: Anacondaur, Blood Soul, Ruby Dragon
    G.Fs: Bahamut
    Rare Cards: Bahamut
    Blue Magic: Fire Breath
    ########################################################################
    
    It's not on the map, but it's located out in the open seas in the 
    south-western corner of the world. Land your ship on it, and make your 
    way into the interior of the building.
    
    Inside will be a spinning blue light which goes on and off at random. 
    Walk only when the light is turned off, and keep inching your way 
    towards the blue core. You'll be forced into combat should you move 
    with the lights on.
    
    Upon reaching the center, examine it and select the 1st option. The
    following chain of events will see you getting involved in 3 
    consecutive battles.
    
    ------------------------------------------------------------------------ 
    ENEMY: Ruby Dragon  HP: Variable  Weak: Ice, Holy  
                        Strong vs.: Fire, Wind
                        Draw List: Firaga, Reflect, Flare, Meteor  AP: 14
    
    It's much tougher this time around, and its 'Breath' attack can take 
    away quite a substantial amount of damage. The previous tactics you 
    used against it don't work quite as well as they used to, so just 
    cast 'Meltdown' on it and have Squall unleash his Renzokuken.
    
    If they drop a 'Inferno Fang', use it on Quistis for her to learn
    'Fire Breath'. Junction 'Firaga' to Elemental Defense beforehand for
    these battles. Or you could simply use G.F. Tonberry's 'Level Down'
    command ability on the Ruby Dragon (hey, it's only an enemy, not a boss).
    
    (note: You can obtain 10 Aura Stones by refining a Power Wrist through
     Siren's 'Tools Refinement' Menu Ability. Power Wrists are purchasable
     from the Pet Store in Esthar's Shopping Mall.)
    ------------------------------------------------------------------------
    
    Re-examine the core and take the 2nd option for another fight with a 
    Ruby Dragon. You begin this one with your backs turned, so be careful!
    If you're lucky enough, Odin will step in both times to help you finish
    off the dragons.
    
    Search the panel one last time and pick the invisible 3rd option.
    
    ------------------------------------------------------------------------
    BOSS G.F: Bahamut  HP: 65,200  Strong vs.: Poison, Thunder, Wind
                       Draw List: Flare, Curaga, Full-life, Dispell  AP: 40
    
    Bahamut has a pretty high offensive rating, and if you take too long 
    to defeat him, his Mega Flare will take away roughly 4,000 HPs of 
    damage from everyone. Minimise damage with 'Protect' and 'Shell'.
    Bahamut's also weak against 'Blind'.
    
    Simply use the same tactic outlined for the Ruby Dragons above (cast
    Meltdown on Bahamut, use Aura on Squall, followed by his Renzokuken)
    and you should do just fine. Bahamut will give up his card when you
    defeat him; change this using Quezacotl's 'Card Mod.' menu ability for
    a whopping 100 Megalixirs!
    ------------------------------------------------------------------------
    
    Bahamut will be one of your best G.Fs; be sure to learn his 'Rare Item'
    party ability. Bahamut also offers the Ability x4 junction ability.
    
    Leave the island for now, and talk to everyone (especially Zell) once
    you're back on the Ragnarok. Head to the nearest town (Winhill), stock
    up on curative spells, items, re-organize your party and save.
    
    ########################################################################
    5f. [Deep Sea Research Center Part Two] (note: You'll need to have Zell
                                                   in your party)
                                                   <optional>
    
    Enemies: Bomb, Behemoth, Grendel, Tri-Face, Imp, Blue Dragon, Ruby
             Dragon, Iron Giant
    Draw Points: Triple, Dispel, Ultima, Esuna
    G.Fs: Eden (Ultima Weapon)
    Rare Cards: Eden (Ultima Weapon)
    ########################################################################
    
    This event occurs after you've spoken with everyone in the cockpit of
    the Ragnarok. Actually, you can choose to do this event without Zell's
    help, but I'm too lazy to write an alternate walkthrough ^_^
    
    There should be a thick vine where the hole previously was; descend 
    into the depths of the island using that. Due to the relative 
    inactivity of the place, you have to make use of the island's remaining 
    power to reach the bottom.
    
    You'll need 4 out of 20 reserve steam power units to open the 1st gate,
    according to the computer you come across upon descending from the vine.
    Go through the now opened hatch in the floor.
    
    On a side note, the enemies you encounter here can get annoying. Use
    Quistis 'Degenerator' blue magic if you have it to plow through them.
    A majority of them are also weak against 'Sleep'.
    
    Examine the computer on the next floor, and use 2 units of power to 
    open the hatch. Proceed down.
    
    The next screen will have 2 doors, controlled by 2 computers. If Zell 
    is in your party, you can ignore the door to the left (which 
    incidentally, is also controlled by the computer to the left) and 
    examine the right computer. Have it use 1 unit of power to open the 
    hatch in the floor. Head down.
    
    For the upcoming floors, just use 1 unit of power to open the hatches. 
    When you do reach the bottom via an elevator, Zell will repair the
    machinery you see to open the gate to the left (2nd option). Step
    through this gate to find a save point a bit further down.
    
    Follow the one-way path until you reach the very bottom of this island. 
    You should locate a save point and a red computer panel. Go for the 
    former first (use Siren's 'Move-Find' party ability to see it), then
    examine the computer panel.
    
    <!> Tip:
    Make sure someone has the 'Draw' command; you won't want to miss out
    on the most powerful G.F in the upcoming battle.
    
    ------------------------------------------------------------------------
    BOSS: Ultima Weapon  HP: 100,000  
                         Draw List: Regen, Dispell, Ultima, Eden  AP: 100
    
    Draw G.F. Eden from it right from the start. Apart from having a 
    ridiculously high offensive rating, the Ultima Weapon's 'Light Pillar' 
    attack can take away 9,999 worth of HP damage from a single member. 
    Keep those Phoenix Downs at the ready!
    
    When it's not using 'Light Pillar' (which it does too frequently), the
    Ultima Weapon's capable of 'Gravija', 'Quake' and 'Meteor' too.
    
    Cast Meltdown on the Ultima Weapon, followed by Aura on Squall. Have
    him (with a high Strength and Speed rating) unleash his Renzokuken.
    Your remaining members should just heal, and if you can spare a few
    turns, draw 'Ultima' spells from the Weapon.
    ------------------------------------------------------------------------
    
    You'll get 100 Ultima Stones and Eden's card for your efforts. Save and 
    exit. Eden should be your last and only G.F. that's capable of doing 5 
    digit damage. It also has the 'G.F Ability Med. Refinement' menu
    ability, in addition to a quirky little command ability called Devour.
    When consumed, certain enemies yield status bonuses such as
    'Strength +1', i.e. the T-Rexaur. Here's a more or less complete list:
    
    Adamantoise: Devour at levels 30-100 for 'Vitality +1'.
    Behemoth: Devour at levels 40-100 for 'Magic +1'.
    Malboro: Devour at levels 30-100 for 'Spirit +1'.
    PuPu: Devour at levels 30-100 for 'Speed +1'.
    Ruby Dragon: Devour at levels 45-100 for 'Max. HP +10'.
    T-Rexaur: Devour at levels 30-100 for 'Strength +1'.
    
    You might have yet to encounter some enemies stated above; they'll
    appear soon enough if you continue reading this guide.
    
    Side events: You'll face a plethora of powerful enemies here. These 
    include Iron Giants, Blue Dragons, Ruby Dragons and Behemoths. Should
    you choose to fight them, Tonberry's 'Level Down' command will be 
    helpful, along with Quistis' Degenerator. Most the enemies are also
    weak against 'Sleep', so use that to your advantage.
    
    #######################################################################
    5g. [Shumi Tribe Village Revisited 2] <optional>
    #######################################################################
    
    Laguna's statue should be completed by now. Converse with the Shumis 
    and the guests from F.H at the Workshop, followed by the village head
    before you leave.
    
    Btw, the 'Ultima' Draw Point should be your main source of Ultima 
    spells, so be sure to return here occasionally! You won't be able to 
    re-enter the Shumi Tribe Village on Disc Four (or any other town for 
    that matter).
    
    #######################################################################
    5h. [UFO Sightings] <optional>
    
    Enemies: UFO, PuPu
    Rare Cards: PuPu
    #######################################################################
    
    Sometimes in a battle, you'll notice that Squall appears to be facing 
    an invisible adversary... only for an UFO to appear and disappear. 
    Here're the 4 locations where you should encounter this:
    
    1. Along the eastern shores of the Timber continent (Mandy Beach,
       which is south-east of Roshfall Forest).  
    2. Around the Winhill Bluffs region.
    3. On the island east of Trabia Garden (Trabia Heath Peninsula region). 
    4. In Kashkabald Desert (Centra region).
    
    The UFO appears even if you've got 'Encounter None' equipped. Use that
    party ability to speed up your search, and to avoid unwanted battles.
    You only need to encounter it once in each of the 4 areas.
    
    Once you've sighted it 4 times, proceed to the cliffs north of the 
    Chocobo Sanctuary and Grandidi Forest, in the north-east on the
    Overworld, and land your Ragnarok there. Run around a bit to encounter
    the UFO; defeat it.
    
    Now having at least 5 Elixirs on hand (purchasable from Johnny's Shop
    in Esthar's Shopping Mall, or use Alexander's 'Medicine Level Up' menu
    ability to further refine 10 Remedy Pluses), head to the Balamb region 
    for another meeting with the UFO. Use the 5 Elixirs on PuPu to receive
    its card. You can choose to kill it, but I think the rewards aren't as
    great (an Accelerator, which earns a G.F the 'Auto Haste' ability).
    
    You can modify this card for a 'Hungry Cookpot', then further refine
    this via Siren's 'Tools Refinement' menu ability to obtain a 'Shaman
    Stone'. Finally, use Eden's 'G.F. Ability Med. RF' menu ability to
    get a Rosetta Stone (lets a G.F. learn 'Ability x4' junction ability).
    
    #######################################################################
    5i. [Islands Closest to Heaven & Hell] <optional>
    
    Enemies: Chimera, Grendel, Malboro, Hexadragon, Blue Dragon, Ruby
             Dragon, T-Rexaur
    Draw Points: Aura, Full-life, Tornado, Quake, Flare, Meteor, Holy,
                 Ultima, Triple
    G.Fs: Doomtrain
    #######################################################################  
    
    The Heaven Island is located near the Chocobo Sanctuary and is 
    north-east of Esthar. The Hell Island is located to the south-west of 
    Deling City (use your menu screen to get the name of your current
    location). Both islands hold numerous draw points on them, some of
    which include Flare, Holy, Meteor, Aura, Triple and Ultima. They're
    all hidden, though.
    
    These points recover quite fast, and will be your source of high class 
    spells in ff 8. However, the enemies you'll find here will *always* be 
    at lv. 100. They include Malboros, Blue Dragons, Ruby Dragons, 
    Hexadragons, T-Rexaurs and Grendels. Equip Diablos' 'Encounter None' 
    party ability for an easier time picking up spells.
    
    Btw, if you've yet to get G.F Doomtrain, steal 6 Malboro Tentacles
    from the Malboros on the Heaven or Hell Island. Combine this with 6
    Steel Pipes (mug low-level Wendigos) and 6 Remedy Pluses (use G.F
    Alexander's 'Med. Level Up' menu ability to refine 60 Remedies). Next,
    locate the Solomon Ring at Tears' Point and use it in the Item screen.
    
    #######################################################################
    5j. [Timber Region: Obel Lake Quest] <optional>
    #######################################################################
    
    When you examine the lake north of Timber, Squall will be presented 
    with 2 options:
    - Throw a rock.
    - Try humming.
    Hum to have a shadow in the lake talk to you; it'll ask of Squall 
    to locate a monkey. Head on over to the forest west of Dollet; run 
    around a bit in there until a message pops up to say the animal was 
    sighted. You may need to keep pressing the 'X' (U.S) or 'Circle' 
    (Japanese) button for that to happen.
    
    Report back to the shadow and it'll hint at the existence of 4 special 
    rocks in the world. To get clues for the locations of all 4 rocks, 
    have Squall throw a rock until it bounces six times (this occurs
    randomly) before humming again for the shadow. The 4 locations are:
    
    1. Along the shores of Balamb. You'll have to find a rock with an
       inscription on it.
    2. The tiny island to the east of Timber, north of the Horizon Bridge.
    3. The cliffs south of Galbadia Garden (or what used to be the Garden). 
       You have to land the Ragnarok on the cliff above the waterfall 
       nearby. Examine the ground above the waterfall.
    4. The forest west of Dollet.
    
    Examine these locations with the 'X' (U.S) or 'Circle' (Japanese) to
    find the rocks. Each has it own unique inscription.
    
    When rearranged, you'll get a message from the 4 rocks about a hidden 
    treasure in the plains north of Esthar. Pilot your Ragnarok over there, 
    and comb the Mordred Plains. You can't trigger the hidden treasure event
    unless you locate all 4 rocks first.
    
    There'll be tons of talking stones (Moais?) here; try to locate a red
    one, and go the opposite direction it tells you to. Keep searching and
    you'll eventually find a red stone which tells you that, "The treasure
    is not here." 
    
    Examine the same area again to obtain a 'Three Stars' item, which grants
    a G.F. the 'Expendx3-1' character ability (use 3 spells in a row for the
    cost of only 1).
    
    If you need a hint, I'll say it's located in the south-east of the 
    plains, but not too far away from the center of it. Happy searching! 
    It took me quite a while too.
    
    Apart from this event, the shadow will drop several other hints... one
    will be regarding another hidden treasure; head for Eldbeak Peninsula,
    which is on Trabia, north from Balamb. Examine the tip of the peninsula
    to get an inscription: "TRETIMEASUREATMINOFFDEISLE"
    
    Fly the Ragnarok over to Minde Isle, which is a small island south-west
    of Esthar City. Search the southern regions of the island for a 'Luck-J
    Scroll'.
    
    "Back in the day, south of here, there used to be a small but beautiful
    village surrounded by deep forests. Everyone lived a happy life there."
    He's simply telling you about a forgotten village, located in a
    clearing in a strangely shaped forest to the east of Edea's Orphanage.
    Search the area to see Squall's comments, but you won't get anything
    for this.
    
    The other hint about taking a break at railroad bridges simply refers
    to the hidden draw points found on them.
    
    #########################################################################
    5k. [Other Side Events] <optional>
    #########################################################################
    
    You may have covered these earlier on in the game; the following section
    serves as a quick check-list for them, and in which Disc they were
    covered in the Walkthrough section.
    
    <Disc One>
    Dollet: Bone searching (1n.)
    
    <Disc Two>
    Timber: Saving the little girl (3i.)
    Winhill: Pieces of the Vase (3j.)
    Shumi Tribe Village: Finding the 5 stones (3l.)
    Centra Ruins: Defeating Odin (3m.)
    
    <Disc Three> (before entering Esthar)
    Centra Ruins: Defeating Tonberry King (4f.)
    Chocobo Forests: Solving the puzzles (4g.)
    CC Group Quest: Finding and defeating the members in Balamb Garden (4h.)
    
    ########################################################################
    5l. [Edea's Orphanage Revisited] (note: Take Rinoa along)
    
    Rare Cards: Edea (Edea), Seifer (Cid)
    ########################################################################
    
    Follow Angelo to a field of flowers. It's to the left of where you
    entered the orphanage.
    
    *spoiler here... skip this paragraph if you wish*
    Rinoa confides in Squall of her worries, that one day Ultimecia will 
    awaken the sorceress within her. Squall says that there can always be
    a kind-hearted sorceress, but is unable to answer when Rinoa tells of
    her fear that the world will turn against her. However, Squall promises 
    Rinoa that he'll defeat Ultimecia for her sake... and in turn makes 
    her promise that she'll never leave his side (this is actually a 
    reference to the strange opening of ff 8, because both Squall and 
    Rinoa say the same words as those appearing in the opening).
    
    Go into the Orphanage to meet up with Edea. According to her, there's 
    a special person who can dispell a sorceress' fears -- her Knight. 
    Edea advises Rinoa to leave her safety in the hands of such a 
    person... upon which Rinoa responds to by looking at Squall -- she's 
    already found her Knight ^_^ You can leave now for Esthar.
    
    Side events: If you haven't done so already, Edea and Cid hold Edea's 
    and Seifer's card respectively, so you might want to take time off to 
    get them. It won't be easy winning those cards, though.
    
    #######################################################################
    5m. [Esthar President -- Esthar City]
    
    Enemies: Imp, Iron Giant, Turtapod, Imp, Elnoyle (rare)
    Rare Cards: Squall (Esthar President)
    #######################################################################
    
    Now that you have the Ragnarok, you can land directly in Esthar. Try
    looking around for a tall building with a landing pad on it -- that
    should be the Esthar Air-Station. It's more convenient compared to
    landing outside Esthar City, then making your way across the highways.
    
    It'll be populated by monsters as a result of the Lunar Cry; head to 
    the Presidential Palace as soon as possible. Follow the path all the 
    way left when Squall gets off the elevator pod.
    
    <!> Tip:
    If you've yet to visit Edea at her Orphanage, then Squall won't be
    allowed to meet the Esthar President.
    
    You'll finally meet up with the President of Esthar. When Squall talks 
    to him, you'll have 4 topics to ask him about:
    - Explain the mission to defeat Ultimecia.
    - Where's Ellone?
    - Tell me about Raine.
    - What are you doing here? (follow this one with the 1st choice to make 
      him continue his story)
    You can choose the first option to move the plot quickly, but I suggest 
    you take time off to see what he has been up to for the past few years.
    
    *spoiler here... skip this paragraph if you wish*
    Basically, Laguna journeys off to Esthar to rescue Ellone, who was one 
    of the many taken as a possible successor to Adel's rule during her 
    time. However, Adel recognizes Ellone's hidden talents and decides to 
    take her power... only to be betrayed by her own lust for power as
    Laguna tricks her into entering the sealing capsule, which a holographic
    image of Ellone had been beamed onto. They use the Ragnarok to station
    the sealed up Adel in space, but with the sudden loss of a President,
    Esthar falls into confusion; thus under the name of a 'hero', Laguna 
    was elected as the new President. 
    
    Taking the first option results in an elaborate explanation by Doctor
    Odine. It's rather confusing too. When he's done, the President will
    volunteer to continue the briefing aboard the Ragnarok:
    - Yes.
    - I have questions.
    I'll leave this up to you. 
    
    *spoiler here... skip this section if you wish*
    Next, I'll *attempt* to summarize Odine's plan:
    Truth be told, Ultimecia exists in Squall's time only in her mental 
    state; her physical self is stationed in the future. However, being a 
    sorceress herself, Ultimecia can only possess the sorceress of each era. 
    This technique of transferring one's mind between time is only used by 
    Ellone in Squall's era, but apparently in the future, anyone has the 
    ability to do this, thanks to an invention by Doctor Odine. To defeat
    Ultimecia, the party will have to travel to the future to confront her
    physical being.
    Ultimecia's goal is to cause total time compression, which is the 
    reason why she has come to this time seeking Ellone's powers. To make 
    her task easier, she has to possess the most powerful sorceress of this 
    era, which will be Adel. Thus, after rescuing Ellone from the Pandora,
    Squall will have to seek out the un-awakened Adel and defeat her,
    forcing Ultimecia to possess Rinoa instead.
    This is when Ellone steps in. To bait Ultimecia (whose aim is to travel 
    even further back in time), she'll transport both Rinoa and Ultimecia 
    into the past minds of the sorceresses before this time. Ultimecia 
    will then initiate time compression, upon which Ellone will immediately 
    cut both of them off from the past.
    With time compressed now, Squall and company will have to head for the 
    future, where the final confrontation with Ultimecia awaits.  
    *end spoiler*
    
    Side events: The President of Esthar holds Squall's card, quite 
    possibly the best in the game. Be sure to win it from him.
    Also, in Esthar itself will be a creature known as the Elnoyle, a 
    black and yellow winged demon which resembles the Elvoret you fought 
    way back in Dollet in Disc One.
    
    You can encounter them randomly (low encounter rate) or look for a 
    black creature standing on one of the highways in Esthar (point E on 
    the map I've drawn up above in the Esthar City section, event 4n).
    It'll simply laugh when Squall talks to it, but you have to fight it.
    Exit and re-enter this screen for it to reappear again.
    
    You can steal Moon Stones from the Elnoyle, or defeat it when they're
    at levels 40 and above to make it drop Energy Crystals. Both are
    essential items for weapon upgrading; get a Moon Stone and 8 Energy
    Crystals from it.
    
    Also, you can refine Energy Crystals via Ifrit's 'Refine Ammo' menu
    ability to get Pulse Ammo. These are Irvine's best ammunition for his
    'Shot' limit break.
    
    [Ragnarok]
    The Esthar President will summarize what Odine has said, but I think it 
    only serves to confuse one even more ^_^
    
    If you re-enter the Passenger Deck after the briefing, both Kiros
    and Ward will drop clues about Squall's parents...
    
    Anyway, your next destination will be Lunatic Pandora (it's floating 
    right over Tears' Point) in the south-east of the Esthar region, but 
    going there means proceeding onto Disc Four. I suggest you do a bit of 
    running around before that to upgrade your weapons one last time, and 
    pick up any items you may have missed.
    
    #######################################################################
    5n. [Miscellaneous Updates Part Three] (note: I recommend you at least
                                            read through this section)
    
    Enemies: Adamantoise (Long Horn Island)
             Torama, Behemoth, Iron Giant, Elnoyle (Esthar)
    Rare Cards: Ward (Dr. Odine), Squall (Esthar President), Alexander
                (Piet), Kiros, Irvine, Chubby Chocobo, Doomtrain, Phoenix
                (Card Queen Quest)
    Blue Magic: White Wind, Mighty Guard, Ray-Bomb, Shockwave Pulsar,
                Fire Breath, Homing Laser, Bad Breath
    Weapons: Lion Heart (Squall), Shooting Star (Rinoa), Ehrgeiz (Zell),
             Save the Queen (Quistis), Strange Vision (Selphie), Exeter
             (Irvine)
    #######################################################################
    
    {Weapons}
    Let's start with the weapons first. 
    
    Head to Long Horn Island, which is the narrow stretch of land 
    consisting mostly of beaches north-west of Dollet. You can encounter 
    Adamantoises (turtle-like creatures) here. First, plunder a 'Whisper'
    (at levels 29 and below) from it, then defeat one of them for it to
    drop Adamantine (at levels 30 and above). Win at least 3 of those.
    Incidentally, Adamantine lets a G.F. learn 'Vitality +60%' character
    ability, so get more of it if you can. Use Bahamut's 'Rare Item' party
    ability to assist you. Adamantoises occasionally (but ONLY) appear on
    the beaches.
    
    Pilot Ragnarok over to the Esthar region and encounter enemies. You 
    should find Toramas (long-whiskered leopards), Behemoths (enormous 
    purple beasts -- low encounter rate) and Iron Giants (blue giants 
    carrying swords). Plunder from all of them to receive Regen Rings 
    (get 1 of these), Barrier (1 will do) and Star Fragments (get 5 of
    these) respectively.
    
    On a side note, a single Regen Ring can be refined using Siren's 'Life
    Magic Refinement' menu ability to 20 'Full-life' spells -- these are
    excellent junctioned to HP.
    
    Squall's Lion Heart: One Adamantine, 4 Dragon Fangs (Blue Dragons on 
    the Island Closest to Hell near Galbadia drop them - kill them
    effortlessly with a 'Death' spell) and 12 Pulse Ammo (refine 2 Energy
    Crystals via Ifrit's 'Refine Ammo' menu ability. Or you could refine
    Laser Cannons dropped rarely by Belhelmels in the region near Galbadia
    Garden). The Lion Heart's finishing move, 'Lion Heart' (End of Heart)
    should be your most powerful attack in the entire game.
    
    Rinoa's Shooting Star: 2 Windmills (steal from level 30 and above
    Thrustaevis - blue flying creatures - in the Timber region), 1 Regen
    Ring, 1 Force Armlet (it's purchasable from the Pet Store in Esthar)
    and 2 Energy Crystals (dropped by level 40 and above Elnoyles in
    Esthar City).
    
    Zell's Ehrgeiz: One Adamantine, 4 Dragon Skins (level 30 and above
    Anacondaurs near the cliffs west of Dollet drop these) and one
    Fury Fragment (mug Blue Dragons on the Island Closest to Hell).
    
    Quistis' Save the Queen: 2 Malboro Tentacles (Malboros are found on
    the Island Closest to Heaven or Hell), 4 Sharp Spikes (stolen from
    Grand Mantis in the forests on the Centra continent) and 4 Energy
    Crystals.
    
    Selphie's Strange Vision: One Adamantine, 3 Star Fragments and 2 Curse
    Spikes (level 20-29 Creeps in the sewers of Deling City drop them, and
    so do level 30 and above Forbiddens in the Centra Ruins).
    
    Irvine's Exeter: 2 Dino Bones (T-Rexaurs in Balamb Garden's Training 
    Center and Hell Island drop these), 1 Moon Stone (mug Elnoyles in
    Esthar City), 2 Star Fragments and 18 screws (from Geezards near the
    cliffs of Galbadia and Dollet).
    
    If you're wondering where Energy Crystals and Moon Stones come from,
    try reading the 'Side events' in the previous section detailing your
    meeting with the Esthar President.
    
    {Blue Magic}
    
    Next up, Quistis' remaining Blue Magicks. Use the Barrier you stole
    from the Behemoth on her for her 'Mighty Guard' and the Whisper (from
    the Adamantoise) for her 'White Wind'.
    
    Also, level 30 and above Blitzs in the Centra forests carry Power
    Generators; you'll have to mug them for it. However, the chances of
    obtaining one is extremely rare; about 4.7%, to be exact. Most of the
    time you'll get Betrayal Blades instead. Power Generators earn Quistis
    her 'Ray-Bomb'.
    
    Finally, collect 100 Curse Spikes from level 20-29 Creeps in the Deling
    sewers or level 30 and above Forbiddens (skeletons armed with 2 swords)
    from the Centra Ruins, then use Siren's 'Tools RF' menu ability to
    receive Dark Matter and thus Quistis' final Enemy Skill, the Shockwave
    Pulsar, one of only three sources in the whole of ff 8 which can do 5
    digit damage (the other 2 attacks being G.F. Eden's 'Eternal Breath'
    and Choco Buckle). 'Dark Matter' can only be refined when G.F. Siren's
    at level 100.
    
    (note: The Choco Buckle can only be gotten if you have a Pocket
           Station peripheral, which is sold separately. I won't detail
           the procedure here.)
    
    Another 3 Enemy Skills which you may have forgotten would be her Fire 
    Breath, Homing Laser and Bad Breath. Get the items from Ruby Dragons
    on the Island Closest to Hell (mug them for Inferno Fangs), level 30
    and above Belhelmels (rarely drop Laser Cannons when defeated) in the
    ex-Galbadia Garden region (Monterosa Plateau), and Malboros on the
    Island Closest to Heaven or Hell respectively.
    
    {Rare Cards}
    
    Once you've met all the CC Group members in Balamb Garden, you can
    challenge the Card Queen outside Balamb City's train station. This
    sparks off a Card Queen Quest which lets you complete your collection
    of rare cards in ff 8. I'll detail it a bit further below. 
    
    I'll give you an (easier) method of completing your card collection in
    Disc Four later, though. Incidentally, if you forgot to get Ward's and
    Squall's card, they're still winnable from Dr. Odine at his Laboratory
    in Esthar City and the President of Esthar in the Passenger Deck of
    the Ragnarok respectively.
    
    Also, G.F. Alexander's card can still be won from Piet; he's located
    at one of the southern tips of the Esthar continent, in the Abadan
    Plains. You can't see him on the Overworld directly; you'll need to
    actually run into the specific area to enter a field screen.
    
    [Card Queen Quest]
    
    The Queen of Cards resides outside the train station in Balamb City.
    Upon winning or losing any level 8 or higher rare card from/to her,
    she'll leave. Talk to her again to know where she's going. Below are
    the 8 possible locations she can move to:
    
    Balamb: Train station in Balamb City
    Centra: Winhill's hotel
    Dollet: Dollet 2F Pub
    Esthar: Presidential Palace in Esthar City
    F.H: Railway tracks in F.H, near Save point and 'Regen' draw point
    Galbadia: Galbadia Hotel
    Trabia: Shumi Tribe Village Inn
    Far Away: Lunar Gate (she won't give a clue to her next destination
                          if she leaves from here; you'll have to find
                          her yourself)
    
    Anyway, keep challenging her until she moves to Dollet. Talk to her
    there using the 'X' (U.S) or 'Circle' (Japanese) button, and ask about
    her artist father (4th option). The Card Queen will then ask you for
    one of your specific rare cards, which you must then lose to her
    deliberately in Card Battle.
    
    However, since Dollet has the 'Random' rule, losing the specific card
    to the Card Queen might prove difficult. You might want to abolish it.
    First, play a game in a region with a few simple rules, but lacking the
    'Random' rule (i.e. Timber). Make sure that region also has a rule
    which Dollet lacks. Proceed to Dollet, but save before you challenge
    anyone here.
    
    He or she will suggest combining rules; accept the challenge by saying
    'Yes', but choose to 'Quit' instead of 'Play'. If the 'Random' rule
    gets abolished, then you can continue in your quest. If another rule
    gets added or abolished, then reset your game, and try again. If
    nothing happens, challenge the person again. Alternatively, you can
    modify all of your lower level cards, but I think that's kind of a
    waste.
    
    Each specified rare card lost to the Card Queen results in another
    new rare card created (you can lose the specified rare card to her
    anywhere after she's asked for it). However, you can regain your rare
    cards which you lost on purpose by challenging the little boy living
    with his artist grandpa, further down the road from the Pub in Dollet.
    
    Any other cards lost can be won back from the Card Queen herself. As
    for the locations of the newly created rare cards, I'll detail them a
    bit further below.
    
    After losing a rare card the Card Queen wanted, she'll move around the
    world. You must pursue her until she returns to Dollet, upon which
    she'll ask you for another rare card. This happens a total of 5 times;
    thus, 5 new cards would have been created. These 5 cards however, must
    be won from the people below. You must lose the specified rare card
    to the Card Queen first before they'll hold the new card: 
    
    {Kiros}
    Lost Card: MiniMog
    Win: Man in black at Deling City's shopping arcade
    
    {Irvine}
    Lost Card: Sacred
    Win: Mayor Dobe's wife Flo, in F.H
    
    {Chubby Chocobo}
    Lost Card: Chicobo
    Win: Student sitting outside Balamb Garden's Library
    
    {Doomtrain}
    Lost Card: Alexander
    Win: Owner of Aphora Pub in Timber
    
    {Phoenix}
    Lost Card: Doomtrain
    Win: President's Assistant in Esthar City's Presidential Palace room.
    
    This quest might get tedious, so I advise you save often. The soft
    reset option (pause the game, then press R1+R2+L1+L2+Select+Start)
    helps too if you don't like the location the Card Queen's moving to.
    If you're lucky, she'll just end up shuttling between Balamb City
    and Dollet, which makes your job much easier. Needless to say, this
    quest is only for the Card Battle fanatic ^_^
    
    {Preparations}
    
    You're almost up to the end dungeon here, which may require you to
    have at least 4 of your characters junctioned *at all times* with G.Fs.
    You'll want to do a bit of tweaking here to make sure your G.Fs are
    evenly spread out, and that your characters are finely balanced in
    terms of capability.
    
    Okay, maybe you can survive with 3 junctioned characters. It's really
    up to you to decide (read the section on Ultimecia's Castle in Disc
    Four to find out more), but I advise you at least have 4 well
    -junctioned members.
    
    Purchase a few 'Amnesia Greens' from a Pet Store, and below are a few
    tips I've put together to get you started. Make sure you've learnt
    G.F Tonberry's 'Familiar' menu ability, Quezacotl's 'Card Mod.' menu
    ability, and have plenty of Gil to spare. Saving beforehand helps too!
    
    1. You'll want everyone to at least have spells junctioned to the 5 
       basic parameters: HP, Strength, Vitality, Magic and Spirit. 
       Buy these G.F. items from the Pet Store (Rin Rin's Shop) in Esthar. 
       Below are my recommendations for the type of spell to junction to 
       each parameter:
       HP: Full-life
       Strength: Ultima, Meteor or Aura
       Vitality: Meltdown
       Magic: Ultima, Triple or Pain
       Spirit: Reflect
       Where you choose to put 'Ultima' is entirely up to the type of 
       character you want to build: an attacker or a magic user. Of the 8 
       spells mentioned above, 3 of them won't be found on the Heaven and 
       Hell Islands. Here's how to get them:
       Meltdown: Draw from level 30 and above Gaylas in the Trabia region.
       Pain: Defeated lv. 20-29 Creeps in the sewers of Deling City drop 
             Curse Spikes; use Diablos' 'Status Magic Refinement' menu
             ability to get 'Pain' spells. Level 30 and above Forbiddens
             in the Centra Ruins also drop Curse Spikes.
       Reflect: Draw from level 30 and above Death Claws in the Centra
                forests, or use Leviathan's 'Support Magic Refinement' to
                refine a Dragon Skin (dropped by level 30 and above
                Anacondaurs in Roshfall Forest) for 20 'Reflect' spells. 
       Use Tonberry's 'Level Up' or 'Level Down' command to assist you.
       
    2. Different G.Fs offer varying degrees of protection from Elemental 
       and Status spells, so try to divide these equally among your party. 
       Cards like Selphie's and Doomtrain's, when modified give you items 
       which allow you to add to the G.Fs' Elemental and Status Defense 
       properties, so make use of them.
    
    3. Following that should be character abilities and G.F abilities such 
       as 'Strength +60%' or 'G.F HP +40%'. Let's start with G.Fs first. 
       Items such as Energy Crystals and Samantha's Soul (modify Quistis' 
       card) give pretty decent 'Summon Magic +?' bonuses (30% and 40% 
       respectively). Note that all G.F. abilities are cumulative.
       However, items which give decent 'G.F HP+?' bonuses are rare. I can 
       only recommend modifying Seifer's card to get 3 Diamond Armours 
       (G.F HP +40%).
       Character abilities are another matter altogether. The stores in 
       Esthar sell such items, i.e. Giant Rings (HP+40%) and Power Wrists
       (Strength+40%). Refining 10 of each via Eden's 'G.F Ability Med. 
       Refinement' gives you an upgraded version, i.e. 10 Giant Rings grant 
       you one Gaea's Ring (HP+80%). However, it might prove to be too 
       costly to actually buy them, so there's always cards to fall back 
       on. You can modify Ward's, Edea's, Zell's and Rinoa's cards for such 
       pricey items. Adamantine (Vitality+60%) can be gotten rather easily 
       however; defeat the Adamantoise on Long Horn Island's coasts 
       (north-west of Dollet) for them to drop the items. You can also
       modify G.F Minotaur's card for 10 Adamantines.
    
    4. Items which increase your other parameters such as Speed or Luck
       are quite rare; I believe you won't pick up more than 5 of them
       on your journeys. Still, Irvine's card is one of the rare ones
       which grant you 'Speed +40%'.
    
    5. Rosetta Stones give you 'Ability x4' junction abilities. Again, 
       these are very very rare.
       G.Fs which offer 'Ability x3' or 'Ability x4' include Diablos, 
       Carbuncle, Cerberus, Alexander and Bahamut, so you'll have to 
       modify one other G.F's list of abilities to include 'Ability x4' 
       for the sixth party member if you so wish.
    
    6. There're a variety of ways to actually get the rarer bonus ability 
       items, but such methods are usually very time-consuming and pricey, 
       i.e. 50 Barriers for an Aegis Amulet which lets you junction spells
       to your Evasion parameter. Nonetheless, there're always a few 
       exceptions -- a modified Kiros card gives you 3 Accelerators, 
       which in turn grants you 3 'Auto Haste' character abilities.
    
    7. Try toying around with the refinement system. You may come across 
       more excellent deals which I didn't cover.
    
    8. Here's how my party eventually ended up:
       Squall: Brothers, Carbuncle, Bahamut, Cactuar
       Quistis: Quezacotl, Siren, Alexander, Eden
       Zell: Shiva, Diablos, Doomtrain
       Irvine: Ifrit, Pandemona, Cerberus
       These 4 have the best limit breaks, in my opinion. Teaming both
       Pandemona and Cerberus (Irvine) isn't exactly recommended, but I
       had enough 'Spd-J Scrolls' to spare on the rest.
       Rinoa: Leviathan
       Selphie: Tonberry
       I mainly use Rinoa and Selphie for healing purposes, so it helps
       if they have the 'Draw', 'Recover' or 'Item' commands. You'll have
       to do some modifications for Tonberry to include Junction abilities
       for Selphie, in this case.
    
    Of course, do take note the above is just for the end dungeon. You 
    won't be needing that for your next destination, the Pandora, but 
    since both places are linked, I suggest you do the fine-tunings now to 
    save yourself the hassle later.
    
    Other final preparations include stocking up on items (refine as many 
    Power Wrists to Aura Stones as possible) and spells (Heaven and Hell 
    Islands), and learning the more useful G.F. abilities such as
    Tonberry's 'Call Shop' and Diablos' 'Encounter None'.
    
    <!> Tip:
    If you've been relying too much on your G.Fs for offensive measures,
    now's the time to start using your characters to dish out the heavy
    damage. Take my word for it... or the upcoming bosses will make life
    VERY difficult ^_^
    
    Also, take note that in Disc Four ALL towns are in-accessible, so you 
    might want to make a separate save file just in case you missed 
    anything. And mind you, Disc Four is closer than you think; right after 
    the Pandora, in fact.
    
    ########################################################################
    5o. [Re-entering Lunatic Pandora]
    ########################################################################
    
    In any case, pilot the Ragnarok over to Tears' Point in the south-east
    of Esthar when you feel you're ready. Note that you have to actually
    bash into the Pandora using your air-ship to trigger the upcoming set
    of events.
    
    <!> Tip:
    I get questions asking why nothing happens when they pilot the Ragnarok
    towards the Pandora. You must have missed out on a few compulsory
    events; saved Rinoa yet? Visited Edea yet? Met the Esthar President
    in Esthar and then in the Ragnarok already? If not, complete those
    events first.
    
    ########################################################################
    5p. [Final Lunatic Pandora]
    
    Enemies: Behemoth, Imp, Iron Giant, Torama, Turtapod
    Draw Points: Curaga, Meteor, Holy, Silence, Confuse, Ultima
    Blue Magic: Mighty Guard, Homing Laser
    ########################################################################
    
    You can talk to Selphie (or whoever's at the controls) to leave the 
    Pandora after the FMV. If you're ready, take the elevator at the back,
    then head for the Entrance to get out of the Ragnarok. 
    
    ------------------------------------------------------------------------
    BOSS: Raijin  HP: 22,200  Weak: Poison  Strong vs.: Thunder
                  Draw List: Thundara, Thundaga, Shell, Protect
    BOSS: Fujin  HP: 17,900  Weak: Poison  Strong vs.: Wind
                 Draw List: Aero, Curaga, Full-life, Tornado
                 Total AP: 20
    
    Cast 'Blind' on Raijin to halt his physical attacks, then dispose of 
    him using Squall's Renzokuken. Fujin likes to use support magic such 
    as 'Haste' on herself, so break it using 'Dispell'. Watch out too for 
    her 'Sai' (Shatter), which reduces a single member's HP to 1. You can
    off her with Squall's limit break rather easily. Eden, Doomtrain and
    Diablos work fine too.
    ------------------------------------------------------------------------
    
    Follow the 2 into the interior of the Pandora. In the next screen, head 
    up before taking a left. You'll come across two old friends -- Biggs 
    and Wedge, but they won't attack you. Save at the point nearby.
    
    The next area of the Pandora should be very familiar to you; you were 
    here when you hopped aboard the Pandora in Esthar. The valuable draw 
    points such as 'Meteor' and 'Holy' are still there, so take time off to 
    pick them up. Head for the green 01 elevator.
    
    Side events: All enemies encountered in the Pandora are at level 1.
    Try mugging the Behemoth for a 'Barrier' if you have yet to do so. It
    lets Quistis learn her 'Mighty Guard'.
    
    You should find a save point after a short walk from the lift. Make 
    your preparations here and save before heading north. The Pandora 
    offers nothing else; you should have picked up everything the last 
    time you were here. If not, try referring back to the earlier Lunatic
    Pandora invasion event in Esthar for a list of the items here.
    
    ------------------------------------------------------------------------
    BOSS: Mobile Type 8 BIS  HP: 46,000  Weak: Thunder
                             Draw List: Firaga, Thundaga, Blizzaga, Flare   
    SUB-BOSS: Right Probe  HP: 9,000  Weak: Thunder
                           Draw List: Curaga, Demi
    SUB-BOSS: Left Probe  HP: 9,000  Weak: Thunder
                          Draw List: Curaga, Esuna
                          Total AP: 40
    
    When it switches to 'Mobile Weaponary Attack Mode', it'll retaliate
    against all physical attacks aimed at the main body, so keep to using
    Thundaga spells, Quezacotl and Eden during this period to damage it.
    
    After it changes to 'Support Weaponary Attack Mode' it'll launch its
    'Corona', which decreases everyone's HP to one, so have a member cast
    'Cerberus' at the start to put the party in 'Triple' status; this
    enables a single person to heal everyone with Curaga. Or you could use
    a Megalixir (modify Bahamut's card). Just do it quick, or the upcoming
    'Megido Flame' will wipe out your weakened party.
    
    You can also damage it with the tried-and-tested combo of Meltdown
    -Aura-Renzokuken to take the bugger down easily. Junction 'Thundaga'
    to Elemental Attack for best results.
    ------------------------------------------------------------------------
    
    <!> <!>  T I P  <!> <!>:
    You're almost up to a point in the game in which there's no turning
    back. Head back a screen to save first; I highly recommend you make a
    separate save file at this point. You MUST at least have a 'Meltdown'
    spell here. If not, head back outside to the Overworld, and engage
    level 30 and above Gaylas on the Trabia continent in combat; draw
    'Meltdown' from them.
    
    Proceed onwards to meet up with Seifer. He'll dismiss both Raijin and
    Fujin when they try to talk some sense into him, and attack Squall.
    
    ------------------------------------------------------------------------
    BOSS: Seifer  HP: 34,500  Weak: Poison  
                  Draw List: Firaga, Thundaga, Blizzaga, Aura  AP: 40
    
    Start off by drawing a few 'Aura' spells from Seifer. If his physical 
    prowess is giving you trouble, cast 'Protect' on yourselves. Seifer 
    will begin to use his 'Bloodfest' when his HPs get low, which hits 
    for a pretty significant amount of damage, so watch out for it. You 
    can dispatch him too easily with a single Meltdown-Aura-Renzokuken 
    combination though.
    
    As always, make sure to plunder either a 'Hero' or a 'Holy War' from
    Seifer. If you have Odin, this battle will be the last you see of him.
    He'll be replaced by a much more versatile Gilgamesh at the end of the
    fight.
    ------------------------------------------------------------------------
    
    Just a bit of information on Gilgamesh... he can appear anytime in a 
    battle (unlike Odin who appears only at the start of a confrontation). 
    When he does he'll unleash one of four possible attacks:
    
    Zantetsuken (Slashing Steel Blade): Similar to Odin's attack.
    Masamune: A sword swipe to all enemies for a heavy sum of damage.
    Excaliber: A sword swipe to all enemies for a moderate sum of damage.
    Excalipoor: A sword swipe to all enemies for 1 HP of damage ^_^
    
    Seifer will take Rinoa away after the battle, but you'll still want to 
    keep Rinoa's HP, Vitality and Spirit parameters high. You'll see why
    later. In any case, junction Quistis (or whoever replaces Rinoa)
    thereafter. Leave the room.
    
    
    END OF DISC THREE
    ========================================================================
    (note: Most of the section below was referred from Part I of Scott Ong's 
           Final Fantasy VIII FAQ. Refer to the Credits section for more 
           details.)
    
                                  <DISC FOUR>
                       +++++++++++++++++++++++++++++++++
                       6. T i m e  C o m p r e s s i o n
                       +++++++++++++++++++++++++++++++++
    
    ===================
    Sections appearing:
    ===================
    
    6a. Final Lunatic Pandora Continued
    6b. Commencement Room
    6c. Time-Compressed Overworld (optional)
    6d. Ragnarok Revisited (optional)
    6e. Ultimecia's Castle
    6f. Ultimecia's Castle: Master Room
    
    
    #######################################################################
    6a. [Final Lunatic Pandora Continued]
    
    Draw Points: Break
    #######################################################################
    
    If you observe carefully, you'll notice a structure to the right, which
    leads to the upper regions of the Pandora in the next screen. Ascend
    the first ladder, then climb the next ladder for a 'Break' draw point.
    Descend, then proceed left to run up the tilting white pole.
     
    Take a right when you reach the top, then head into the opening in the
    next screen. There'll be an invisible save point along the way; use
    Siren's 'Move-Find' party ability to see it.
    
    ------------------------------------------------------------------------
    BOSS: Adel  HP: 50,000+  Draw List: Firaga, Thundaga, Blizzaga, Flare
    ALLY: Rinoa  HP: Variable  Draw List: Esuna, Dispell, Regen
                 Total AP: 0
    
    You'll have two targets to choose from here, and you MUST NOT let Rinoa 
    die in this battle. Adel has quite a formidable arsenal of magical 
    attacks, and occasionally she'll drain Rinoa's HPs. Counter this by 
    junctioning spells to Rinoa's HP parameter prior to this, and casting 
    Regen on her at the start of the fight.
    
    You can't use spells such as Ultima, Squall's Renzokuken or any G.Fs 
    here as they'll also damage Rinoa, so stick to physical attacks on 
    Adel. A 'Meltdown' spell on her before that should make your task
    easier. Heal Rinoa when needed.
    
    Limit breaks which work here include Zell's 'Duel' and Irvine's 'Shot'.
    Just make sure you don't accidentally trigger any of their 'hit all
    targets' attacks.
    
    Side note: Actually, I had no idea about the Renzokuken damaging Rinoa, 
    and sorta used it on Adel. Strangely enough, even though the finishing 
    blow (Blasting Zone) did 9,999 damage to both Adel and Rinoa, I didn't 
    get a Game Over. I took Adel down with this move though. Apparently, as
    long as Adel is defeated, the game doesn't bother to check if Rinoa's
    still alive. This method's a bit risky, though.
    
    This is where I get the majority of mails from befuddled gamers com
    -plaining about why Squall does only 400+ damage to Adel with a
    physical attack; try reading the Menu Tutorial section carefully...
    the Junction System is really vital to survival in FF VIII.
    ------------------------------------------------------------------------
    
    ########################################################################
    6b. [Commencement Room]
    ########################################################################
    
    Ellone will initiate time compression here... after a nice FMV you'll 
    find yourselves in the Commencement Room. Save, then trudge your way 
    through the numerous save points that appear. Head for the door in the 
    background.
    
    Squall and company will have to combat the sorceress of each era, and
    every fight takes place on a different battlefield, cumulating in a 
    show-down with the final Sorceress.
    
    ------------------------------------------------------------------------
    BOSSES: Sorceress A x6  HP: 3,390  Draw List: Firaga, Thundaga, Blizzaga
    BOSSES: Sorceress B x5  HP: 4,496  Draw List: Haste, Double
                            Total AP: 0
    
    The battles are continuous here, but fortunately these sorceresses are 
    quite easy to take down. Both physical attacks and spells which affect 
    all targets (i.e. Ultima, Meteor) should allow you to breeze through 
    them.
    
    BOSS: Sorceress C  HP: 50,000+  Draw List: Flare, Holy  AP: 55
    
    She can hit you pretty hard in a single counter-attack, which takes
    away roughly 1,000 HPs from one character. Also, when she finishes
    her count-down, she'll unleash 'Ultima' on your party, something
    which you won't want. In any case, hit her with a Meltdown-Aura
    -Renzokuken combo, and have the remaining cast heal or summon powerful
    G.Fs such as Bahamut and Eden.
    ------------------------------------------------------------------------
    
    [Edea's Orphanage]
    Head up, take a right, then proceed up again for a cool FMV introducing 
    Ultimecia's Castle. Make your way north still, and along the way you 
    should come across a thick metal chain. There should be a total of 3 
    doors to the left; press 'X' (U.S) or 'Circle' (Japanese) near them to
    leap towards them. Just head for the portal to the upper-left or the
    one in the middle to get out first. Here's where they lead to:
    
    Upper-left portal: Region near the Chocobo Sanctuary
                       (Coastal area of Grandidi Forest)
    Middle-left portal: Region near the Centra Ruins
                        (Serengetti Plains)
    Lower-left portal: Region near Deling City
                       (Wilburn Hill) 
    
    #######################################################################
    6c. [Time-Compressed Overworld] (note: Although optional, I highly
                                           recommend you at least recover
                                           the Ragnarok)
    #######################################################################
    
    Depending on which portal you chose in the previous section, you'll
    be able to access the Ragnarok in 2 different ways. I'll detail the
    portal which leads to the region near the Chocobo Sanctuary first:
    
    You'll emerge at the shoreline near the Chocobo Sanctuary (the forested
    cliffs north-east of Esthar). Head inland and locate the camouflaged
    dome-like Sanctuary, which should be in the north of Grandidi Forest.
    Make sure you equip Diablos' 'Encounter None' party ability while
    searching for the Chocobo Sanctuary; the enemies here can get annoying.
    
    Once you've got that free chocobo, ride it south along the eastern
    coasts of the Esthar continent, then across the shallow waters at the
    southern tips of the continent towards Kashkabald Desert.
    
    There's a beach south-east of the desert; get your Chocobo onto the
    Centra continent via the shore, and head towards the center of the
    desert to find the Ragnarok. The air-ship appears as a red dot on your
    world map, btw.
    
    And here's the alternate way to get to the Ragnarok, if you chose the
    middle portal previously:
    
    You'll emerge on the Centra continent, somewhere near the Centra Ruins.
    Head north-west, and keep a lookout for a mountain wrapped around a
    Chocobo Forest on the north-east tip of this island. Enter the forest,
    get a Chocobo (or pay the Chocoboy 1,200 gil to ride one), then ride
    the Chocobo south.
    
    You'll eventually find a beach; cross the shallow waters to get to the
    opposite island (Edea's Orphanage should be nearby). Head north-east
    from here, through a narrow pass in a mountain range to reach
    Kashkabald Desert and the Ragnarok. The air-ship appears as a red dot
    on the world map, btw.
    
    You'll notice that with the exception of dungeons and chocobo forests, 
    all other areas are blocked off. There's not much you can do about the 
    strange barriers surrounding each town, so don't bother about them too 
    much. 
    
    Still, I suggest you take a trip down to the Heaven and Hell Islands to 
    stock up on spells first. Once you've done that, try taking a look 
    inside the Ragnarok.
    
    #######################################################################
    6d. [Ragnarok Revisited]
    
    Rare Cards: All
    #######################################################################
    
    Here's where you can complete your collection of rare cards, as well as 
    purchase supplies. You must have defeated CC Group's King at Balamb
    Garden previously, either in Disc Two or Three.
    
    You should meet up with Xu at the Entrance of the ship. And as for the
    rest of the CC Group, they're scattered all over the Ragnarok, but
    shouldn't pose a problem in locating them. Note that the Joker near
    the elevator sells you items, in addition to providing weapon
    remodeling services.
    
    To play King, put 'him' in your main party, then talk to 'him' using
    'Square' while in the Air Room of the Ragnarok. Each CC Group member
    plays accordingly to a certain region's rules.
    
    Jack: Aisle, near Entrance (Balamb's rules)
    Club: Aisle, near Air Room (Dollet's rules)
    Diamond: Hangar (Trabia's rules)
    Spade: Hangar, near save point (Esthar's rules)
    Heart: Entrance (F.H's rules)
    King: Air Room (Lunar Base's rules)
    Joker: Aisle, near Passenger Deck (Centra's rules)
    
    The CC Group holds virtually all the rare cards (except for those
    exclusive to the Card Queen Quest) you've yet to collect, so take time
    off to win them. However, they won't be your only source of rare cards
    in Disc Four, as the Card Queen can still be found on the Overworld
    itself.
    
    She's located at one of the southern tips of the Esthar continent, in
    the Abadan Plains. You can't see her on the Overworld directly; you'll
    need to actually run into the specific area to enter a field screen.
    Btw, this is the same field screen where you re-discovered Piet and
    the crashed escape pod in Disc Three. She holds the 5 cards exclusive
    to the Card Queen Quest.
    
    [Returning to Ultimecia's Castle]
    When you're ready, fly over to Kashkabald Desert and look for a portal 
    in the north-west. This opens up yet another door to the right of the 
    metal chain leading to Ultimecia's Castle. Run up from there to reach 
    the final dungeon of FF VIII. Save before you enter.
    
    #######################################################################
    6e. [Ultimecia's Castle]
    
    Enemies: All
    Draw Points: Meteor, Slow, Dispel, Ultima, Holy, Cura, Curaga,
                 Full-life, Aura, Meltdown, Triple, Stop
    G.Fs: Siren (Tri-Point), Carbuncle (Krysta), Leviathan (Trauma), 
          Pandemona (Red Giant), Cerberus (Gargantua), Alexander
          (Catoblepas), Eden (Tiamat)
    Weapons: Omega ^_^
    #######################################################################
    
    Upon your entrance, Squall will have 8 commands sealed off: Item, Magic,
    G.F, Draw, Command Abilities, Limit Breaks, Resurrection and Save. This
    handicap is temporary; you can either leave the castle to get back your
    abilities, or defeat the 8 bosses hidden within the dungeon to reclaim
    them.
    
    In addition, you have to work in 2 parties here. Here're my 
    recommendations:
    
    Main Party: Squall, Rinoa, Zell
    Secondary Party: Quistis, Selphie, Irvine
    
    Here's where you have to divide and junction G.Fs evenly among your 
    party members. I used Diablos' 'Encounter None' party ability most of
    the time here, so you may have to exchange Diablos each time you change
    parties, via the 'Junction Exchange' option in the menu screen, under
    the 'Switch' command (U.S version only).
    
    Throughout the castle you'll find spinning green Switch Spots. Stepping 
    onto them produces 3 options:
    - Switch to the other party.
    - Change party members (both parties must be standing at the same
      Switch Spot).
    - Cancel.  
    Now that you have a rough idea of what's going on, it's time to start:
    (walkthrough of Ultimecia's Castle and all bosses stats - with the 
     exception of Ultimecia's - courtesy of Scott Ong's Final Fantasy VIII
     FAQ Part I)
    
    Main Party: You should start in the Hall. Head north and climb the
                stairs to face Sphinxaur.
    
    ------------------------------------------------------------------------
    BOSS: Sphinxaur  HP: 12,000+  Draw List: Firaga, Thundaga, Blizzaga
                     AP: 30
    
    Since you'll only have the 'Attack' command available here, make sure 
    your party is properly junctioned when it comes to their HP and Strength
    parameter. Just beat on Sphinxaur using physical attacks (Squall's R1 
    Gunblade trigger comes into play here), and ignore the monsters he 
    summons. Junctioning 'Blizzaga' to Elemental Defense may help to absorb
    the damage if Sphinxaur decides to cast Ice magic.
    ------------------------------------------------------------------------
    
    Choose to unlock 'Magic' after the fight. Remember to add this command 
    to your command list immediately in the menu screen! Magic lets you 
    heal your characters, plus you now have access to (hopefully) various 
    powerful spells that you've stocked up.
    
    <!> Tip: (U.S version only!)
    If you've missed out on any of the G.Fs listed in the area information
    section above, choose to unlock 'Draw' instead. The remaining 7 bosses
    carry the G.Fs in their draw list. Then, be very careful of the
    abilities you unlock next; I suggest Magic, Limit Breaks, G.F,
    Resurrection, then Command Abilities, in that order. I've left out Save
    and Items, seeing how you could always run out of the Castle to save
    after every boss fight (take note of your previous location first),
    and healing can be achieved via Magic.
    
    Main Party: Head up the stairs. Ignore the door in front of you and
                make your way right instead. Go through the door in the
                south-east.
    
                In the Eastern Stairway Hall of the castle, run to your
                right and descend the stairs. You should see a string
                attached to a bell at the foot of the stairs. Ringing it
                with the 'X' (U.S) or 'Circle' (Japanese) button produces
                a timer in the top-left corner of the screen, but you won't
                be needing that now. Just keep the location of this bell
                in mind. Proceed through the door in the background, past
                the green Switch Spot.
    
                You should be in the Art Gallery now. First, take a
                look at each of the 4 paintings on the 1st floor of the 
                Gallery (ignore the largest one to the left), then climb
                the steps to the right. View the other 8 paintings on the
                2nd Floor (there's a 'Shell' Draw Point here, btw). Btw,
                it's imperative you examine ALL 12 paintings. Here are
                their titles:
    
                Ignus (Fire)               Inandantia (Flood)
                Iudicium (Judgement)       Intervigilium (Sleep)
                Vigil (Watchman)           Vividarium (Garden)
                Viator (Messenger)         Venus (Love)
                Xiphias (Swordfish)        Xerampelinae (Red Clothes)
                Xystus (Tree-lined Road)   Inaudax (Cowardice)
    
                Now return to the large painting to the left on the 1st 
                floor, the one which I told you to ignore previously. 
                Examine it and enter 'Vividarium', 'Intervigilium' and
                'Viator', in that order. Trauma should appear now.
    
                To solve the puzzle... try going up to the 2nd floor of
                the Art Gallery. You'll see a clock painted onto the
                floor below; take note of the numbers the hands point to:
                VIII, IIII, VI. The 'V' indicates you should select only
                titles beginning with 'V', while the following 'I's give
                you the exact number of 'I's in each correct title.
    
                So 'VIII' would represent 'VIvIdarIum', 'IIII' would
                represent 'IntervIgIlIum' and 'VI' represents 'VIator'.
                These are read in the order of hour, minute and second.
    
    ------------------------------------------------------------------------
    BOSS: Trauma  HP: 28,809  Weak: Wind  Draw List: Flare, Leviathan
    SUB-BOSS: Drama  HP: 2,518  Weak: Wind  Draw List: Esuna, Dispell
                     Total AP: 30
    
    Cast 'Meltdown' on Trauma, then bash away at him using physical attacks. 
    You can also use 'Tornado' coupled with 'Triple' to do damage, but I 
    advise you ignore the Dramas he summons; they come in unlimited numbers.
    Junction 'Tornado' to Elemental Attack if you can, and be wary of
    Trauma's 'Mega Pulse Cannon'. It isn't pretty when it hits.
    ------------------------------------------------------------------------
    
    Choose to unlock 'Limit Breaks' here (that is, if you've already
    un-sealed 'Magic' previously). You're pretty much a powerhouse now with
    Squall's Renzokuken usable. Proceed into the background and step through
    the door. Further up ahead you'll find a Switch Spot. Now take over
    your secondary party.
    
    Secondary Party: Equip Diablos over to the party members here for his 
                     'Encounter None' ability if you wish to. Head up the 
                     stairs and into the door in the north. Run onto the 
                     chandelier; it should fall, and you'll wind up in the
                     Grand Hall. Examine the nearby hatch in the floor to
                     descend into the Wine Cellar. Tri-Point awaits.
    
    ------------------------------------------------------------------------
    BOSS: Tri-Point  HP: 22,000  Weak: Fire OR Ice  Strong vs.: Thunder
                     Draw List: Haste, Tornado, Bio, Siren  AP: 30
    
    Tri-Point counters with a very damaging Mega Spark each time you attack
    it (takes off about 3,000 HP from everyone), so make sure you junction 
    'Thundaga' to Elemental Defense before the fight. Then just hit it with 
    'Firaga', 'Blizzaga' (Tri-Point changes its weakness) or physical
    attacks (cast 'Meltdown' and junction 'Firaga' or 'Blizzaga' to
    Elemental Attack) for an easy victory.
    ------------------------------------------------------------------------
    
    Release the seal on 'G.F' or 'Save' here. If you have yet to unseal
    'Limit Breaks', choose that in favour of 'G.F' or 'Save'.
    
    Climb back up to the Grand Hall, and head through the door in the
    background to reach a Switch Spot in the Courtyard. Change over to your
    main party.
    
    Main Party: If you chose to unlock 'Save' after felling Tri-Point, you
                can climb the stairs to the left and head through the left
                opening to reach a save point at the end of the corridor.
                Otherwise, just go through the door in front of the Switch
                Spot to reach the Floodgate (remember to swap Diablos over).
    
                Go for the door to the left in the basement. It should shut
                behind you. Take the key from the skeleton's hand.
    
    ------------------------------------------------------------------------
    BOSS: Red Giant  HP: 30,000  Strong vs.: Physical attacks
                     Draw List: Demi, Pandemona  AP: 30
    
    This guy has a ridiculously high defense, but that's easily countered 
    by casting 'Meltdown' on him and whacking him with a Renzokuken. Also, 
    summoning Diablos, Cactuar and Doomtrain work well, in addition to
    casting 'Demi'. Other than the above 4 methods, there's no other way
    you can hurt him. Try using 'Blind' on him, too.
    ------------------------------------------------------------------------
    
    Choose to unlock either 'G.F' or 'Save' here, depending on which you
    have yet to release. Return back to the Switch Spot leading to the
    Floodgate (you can save if you want to beforehand at the save point
    mentioned above). Change your party.
    
    Secondary Party: You should be at the Courtyard. Head for the door in
                     the background (ignore the path leading to the right).
    
                     The Chapel offers a playable organ in the upper-left
                     corner. You can bang on it all you want first, but
                     remember its position. Climb the staircase to the 
                     right of the screen. Eventually you'll reach a wooden
                     bridge. Notice a sparkling object on it? WALK towards
                     it to pick it up. Now return to the Switch Spot in the
                     Courtyard. If the key appears to fall off, don't fret;
                     you haven't lost it.
    
    Main Party: Go back into the Floodgate again. Examine the canal to the
                right of the screen to pick up the Armoury Key. If you
                managed to pick up the key without it falling off the
                bridge earlier, then just use it on the door to the right
                and enter.
    
    ------------------------------------------------------------------------
    BOSS: Gargantua (Head)  HP: 10,626  Weak: Holy  
                            Draw List: Esuna, Haste, Bio
    BOSS: Gargantua (Left Hand)  HP: 6,884  Weak: Holy  
                                 Draw List: Shell, Protect
    BOSS: Gargantua (Right Hand)  HP: 6,884  Weak: Holy
                                  Draw List: Bio, Demi, Quake, Regen
    
    Summon 'Siren' to halt their magical spells, then follow up with 
    'Alexander' to take them out. You can cast 'Holy' on them if you want.
    The full version of Gargantua will appear after you defeat the 3 parts.
    
    BOSS: Gargantua (Whole)  HP: 15,000  
                             Draw List: Bio, Quake, Reflect, Cerberus
                             Total AP: 42
    
    He likes to cast various status maladies, so make sure your party 
    members are properly junctioned for Status Defense. Junction Berserk,
    Blind and Slow in this case for ST-Def.
    
    Take him out with a Doomtrain-Aura-Renzokuken combination, and remember
    to heal when needed. Hitting him with a physical attack results in a
    'Counter Twist' by Gargantua (takes off 2,000+ HP), so cast spells or
    summon G.Fs such as Alexander, Bahamut, Cactuar or Eden.
    ------------------------------------------------------------------------
    
    Hey, notice the green blood dripping from the sword on the wall here?
    It was coloured red in the Japanese version ^_^
    
    Remove the seal on 'Items' or 'Resurrection'. Now return to the Switch
    Spot outside the Dungeon (save if you want to first).
    
    <!> Tip:
    For the upcoming section to play out correctly, your main party has to
    consist of more males than females, and vice versa for your secondary
    party. It's okay if you followed my recommendations for both parties
    straight from the start.
    
    Secondary Party: From the Courtyard, head back one screen, move left
                     towards a door, transverse the corridor and step
                     through the door at the end of it to get back to the
                     Hall. Climb the stairs again, but this time head left 
                     towards another door to reach the Western Stairway Hall.
    
                     Descend the stairs to the left, head past the Switch
                     Spot into the door, and keep moving into the 
                     background in the next screen. Take the left Switch
                     Spot at the Elevator Hall.
    
    Main Party: Starting from outside the Floodgate, climb the stairs to
                the left, into the left opening and past the save point.
                Step onto the elevator and switch over to the other party.
    
    Secondary Party: You'll be elevated to the 2nd floor. Proceed left into
                     a Storage Room. Check around to find a 'Floodgate
                     Key'. Return back to the elevator and switch.
    
    Main Party: Head all the way back to the Floodgate. There should be a
                switch next to the door on the left. Have Squall examine it
                twice to drain the water. Now head for the Courtyard and
                look for a sparkling object in the fountain. Pick up the
                'Treasure Vault Key'. Go back into the Grand Hall and
                step onto the Switch Spot to the right. This prevents the 
                chandelier above from falling temporarily. Switch.
    
    Side events: Before you return to the Grand Hall, try heading into 
    (Main Party) the Chapel. At the organ, press all 8 keys simultaneously.
                 Now back-track to the Courtyard and take the right
                 path. A new route (previously blocked by a steel gate)
                 should've been opened up; follow the one-way trail. At
                 the end of the Waterway you'll find a Rosetta Stone, plus
                 open up a shortcut to the Floodgate.
    
                 If the steel gate is still there, try re-playing the
                 organ. You must hold down all 8 buttons until the notes
                 fade away.
    
    Secondary Party: From the Elevator Hall, head back a screen to the
                     dark corridor. Look for a door to the left (which is
                     partially hidden). It's somewhere down the middle
                     stretch, behind a pillar.
    
                     Inside the Treasure Vault will be 4 coffins. Just open
                     all of them up to get Catoblepas to appear.
    
    <!> Tip:
    To open all the coffins, start by closing the leftmost one, then the
    rightmost coffin, followed by the 2nd-to-left coffin. Finally, open the
    2nd-to-right coffin.
    
    ------------------------------------------------------------------------
    BOSS: Catoblepas  HP: 31,500  Weak: Earth, Water  Strong vs.: Thunder
                      Draw List: Meteor, Alexander  AP: 30
    
    Summon G.F. Brothers or Leviathan to do damage (or junction either 
    'Quake' or 'Water' to Elemental Attack). The Doomtrain-Aura-Shot
    (Irvine's limit break) combination works nicely too. His attacks consist
    of mainly single-target spells like Thundaga, so don't worry too much.
    Draw a few 'Meteor' spells if you can, but beware Catoblepas' final
    attack: a Meteor spell.
    ------------------------------------------------------------------------
    
    Unlock either 'Item' or 'Resurrection' (depends on your previous
    selection after downing the Gargantua). Now head back to the Hall,
    through the door to the north, over the now stable chandelier and into
    the door over at the other end. Krysta awaits at the Terrace.
    
    ------------------------------------------------------------------------
    BOSS: Krysta  HP: 12,000  Strong vs.: Ice  Draw List: Holy, Carbuncle
                  AP: 30
    
    Krysta has a few pretty nasty moves, and has the ability to counter
    every attack you throw at it, with the exception of summoned G.Fs. Just
    use a (you guessed it) Doomtrain-Aura-Shot combo to take care of it.
    Krysta will cast 'Ultima' as a last resort after you finish it off, so
    keep your HPs high towards the end of the fight.
    ------------------------------------------------------------------------
    
    You'll have only 'Draw' and 'Command Abilities' left unlocked. I suggest
    taking the latter. You won't be needing the 'Draw' command much here
    anyway (assuming you didn't miss any G.Fs in your quest). Besides,
    commands such as 'Level Down', 'Recover' and 'Revive' will come in
    useful. Return to the Switch Spot in the Hall.
    
    Main Party: Proceed into the Chapel, and head up the right staircase. 
                Cross the wooden bridge and enter the door to the left. The
                ladder to the right leads to a dead-end, btw.
    
                On the very 1st floor of the Clock Tower should be an
                invisible save point (use Siren's 'Move-Find' party
                ability to see it). Climb up the extensive winding path
                until you reach a swinging bell.
    
                Position yourselves at the edge opposite to the lone ledge
                the bell swings to, and press the 'X' (U.S) or 'Circle'
                (Japanese) button to jump onto the bell. Enter the opening
                on the ledge to reach the exterior balcony of the Clock
                Tower... and your most powerful adversary thus far in
                Ultimecia's Castle.
    
    ------------------------------------------------------------------------
    BOSS: Tiamat  HP: 89,800  Strong vs.: Fire, Thunder, Wind
                  Draw List: Flare, Eden  AP: 30
    
    Tiamat has an above average magic defense parameter, and his 'Dark
    Flare' does a pretty hefty amount of damage (about 4,000+ if you're 
    properly junctioned) to everyone. Try to minimise this by casting 
    'Shell' at the start of the fight, then quickly attack him using a 
    Doomtrain-Aura-Renzokuken combination.
    
    You probably need to have Squall unleash his limit break twice to
    actually take Tiamat down. Likewise, if you do it fast enough, Tiamat
    won't get a chance to pull his 'Dark Flare' off, so you might want to
    have Squall equipped with a high offensive and speed rating. Cerberus'
    'Auto Haste' character ability works well here. You can also slow
    down Tiamat by summoning G.F Doomtrain.
    ------------------------------------------------------------------------
    
    Unseal your final command here, and you're left with only the last boss
    to face. Head back into the Clock Tower, leap onto the bell, then travel
    up the remaining winding path to the top. When the path splits, go up
    for a 'Stop' Draw Point, then head south.
    
    Main Party (still): Run across the hands of the clock face, climb down
                        the ladder and move right to reach another ladder,
                        which you'll have to descend using. The bridge
                        thereafter leads to Ultimecia's Room. Save at the
                        save point outside, recover all 6 of your
                        characters, stock up on supplies (Tonberry's 'Call
                        Shop' ability comes into play here) and do a final
                        check on your junctioning and spells. Enter
                        Ultimecia's Room when you're ready. 
    
    Side events: Ultimecia's Castle holds virtually all the enemies (even
    some old bosses!) you've ever encountered. Try fighting in different
    regions of the castle to face all of them, and pick up any rare items
    you may have missed.
    
    Another special side event I'll like to highlight here is finding and 
    taking down the Omega Weapon. Unlike its cousin, the Ultima Weapon, 
    this guy has the ability to kick your butt so hard, it'll be sore for
    months to come. So unless you really want to test your skills, I 
    suggest you leave him for now, and come back later when you're 
    properly prepared. 
    
    For those who feel confident enough, here's what you'll need: 20 Hero's
    Medicine (modify Laguna's card) or a few Holy War Medicine (modify
    Gilgamesh's card), 'Death' junctioned to Status Defense if anyone in
    your main party has a level which is a multiple of 5 (i.e. lv. 65, 70
    or 100), a 'Meltdown' spell, 10 Aura Stones (or 'Aura' spells), and a
    high offensive-cum-HP rating (255 and 9,999 respectively) for Squall.
    
    That's for the cheap way to defeat him though ^_^ I'll detail the other
    traditional method below. Saving before the fight helps too!
    
    First off, take your main party and position them at the Switch Spot in
    the Courtyard, outside the Chapel. Have the secondary party make
    their way to the Eastern Stairway Hall of the castle, outside the Art
    Gallery where the bell is. Ring it once, then quickly step into the
    nearby Switch Spot. Proceed into the Chapel as your main party, where
    you'll find Omega Weapon waiting for you.
    
    ------------------------------------------------------------------------
    SPECIAL BOSS: Omega Weapon  HP: 1,000,000+  Strong vs.: All Elements
                                Draw List: Flare, Holy, Meteor, Ultima
                                AP: 250
    
    The Omega Weapon has several kick-ass attacks at its disposal, some of 
    which include the Megido Flame (9,998 damage to everyone), the Light 
    Pillar (9,999 damage to a single character) and the all-powerful Terra 
    Break, which hits everyone for approximately 12,000 HP worth of damage. 
    Fortunately, the Hero's Medicine should render all these attacks 
    useless, as it puts a single party member into 'Invincible' status. 
    You'll get a 'Proof of Omega' in your Tutorial screen after defeating it.
    
    Cheap method:
    Omega will use 'Level 5 Death' at the start, so make sure everyone is
    protected from that. Have the party use Hero's Medicine on Rinoa and
    Zell, with Squall casting a 'Meltdown' spell on Omega. Your opponent
    will hit you with the 'Meteor' spell now, so recover Squall's HPs back
    to 9,999 (Leviathan's 'Recover' command works fine here) using a
    character. You can let the other cast 'Haste' on Squall if you want,
    but leave Squall with a full time bar.
    
    Omega Weapon should launch its Megido Flame now, reducing Squall's HP
    to only 1. Have him unleash his Renzokuken, while another party member
    uses a Hero's Medicine on him. Now your main task will be to keep
    everyone in 'Invincible' status, as Squall repeatedly launches a
    flurry of limit break attacks to take Omega Weapon down. You don't
    have to bother with the rest of Omega's moves. Should Squall fall in
    this battle later on, I suggest using Aura (Stones) on him instead
    of waiting for his HP to be reduced back to critical status (after
    reviving him 1st with Full-life or Revive, that is).
    
    The 'Other' method:
    This is for those who find themselves missing the Hero's Medicine.
    You'll need (as many as you can get) G.Fs with a high HP rating (i.e.
    Eden), everyone in your main party with maximum HPs (9,999), good
    parameter ratings plus a ton of recovery spells and items. I suggest
    modifying Bahamut's card to obtain 100 Megalixirs.
    
    Omega always begins a fight with 'Level 5 Death', so ensure full 
    protection against that in your party. Summon Cerberus now to put 
    everyone in 'Triple' status, then follow this up with a Meltdown-Aura
    -Renzokuken combo. Recover everyone's HPs back to 9,999 after Omega's
    'Meteor' spell. The Megido Flame should reduce that back to only 1;
    heal quickly after unleashing your limit breaks, but watch out for
    Omega Weapon's 'Gravija'. Recover your members after that spell hits.
    
    Next, summon G.Fs with high HPs, and let them absorb some of the
    damage when Omega uses his Terra Break (12,000+ damage to everyone). 
    Unleash your limit breaks if possible; Omega will cast 'Gravija' or
    'Ultima', followed by his Light Pillar which WILL take a member now.
    Use a 'Full-life' spell to get him or her back, followed by a flurry
    of recovery items (a single Megalixir works nicely here) to restore
    everyone's HP back to maximum.
    
    Omega will settle into a random pattern of attacks from here on; your
    tasks will be to hit him hard with limit breaks while predicting what
    he'll try to do next, and curing with a Megalixir when needed. And if
    you're lucky, Rinoa's 'Combine' limit break might see Angelo using
    'Invincible Moon', which would double as a 'Holy War'. Good luck!
    ------------------------------------------------------------------------
    
    ########################################################################
    6f. [Ultimecia's Castle -- Master Room]
    ########################################################################
    
    Ultimecia will express her fury at SeeD for interfering with her plans
    of time compression, before she engages you in combat.
    
    The participants are picked randomly here (and that includes Squall
    as well), so make sure your G.Fs are evenly spread out. Ultimecia will
    remove fallen companions in battle with her 'Angel' move, but if you're
    quick enough you can beat her to it with a well-timed 'Full-life' spell.
    Of course, if that fallen member has no G.Fs junctioned, then allow
    Ultimecia to remove him or her.
    
    She comes in 5 (well, 4 and a half to be more accurate) forms, which 
    you'll need to fight consecutively. You can use Hero's Medicine for a
    way too easy victory if you want to (it's the final battle, anyway).
    
    And if you're wanting more Heroes, but lack either Laguna's or
    Gilgamesh's card, here's a tedious method of obtaining Heroes:
    
    1. Defeat and collect 10,000 Curse Spikes from Forbiddens at levels 30
       and above (skeletons armed with 2 swords). Seriously.
    
    2. With G.F Siren at level 100, use her 'Tools-RF' to refine 10,000
       Curse Spikes to 100 Shaman Stones.
    
    3. With G.F Doomtrain at level 100, use its 'Forbidden Med-RF' to
       refine 100 Shaman Stones to 10 Hero Trials.
    
    4. Use G.F Alexander's 'Med LV Up' to refine 10 Hero Trials to a single
       Hero.
    
    The profits aren't all that great, so I don't really recommend this
    procedure. If you have everyone properly junctioned, then Heroes are
    basically optional in the final battle.
    
    Here's a list detailing the specific attack method for each character:
    
    Squall: Have him unleash his Renzokuken (duh).
    Rinoa: Her 'Combine' limit break works okay, but keep her primarily as
           a healer of sorts. You can try using 'Angel Wing', but seeing
           how you'll lose control of Rinoa, I advise against it.
    Zell: His 'Duel' should be his main offense.
    Quistis: Support the party with her 'Mighty Guard' and 'White Wind'
             blue magic. For offense, use 'Shockwave Pulsar' if you
             have it. Otherwise, stick to 'Ray-Bomb' or 'Gatling Gun'.
    Irvine: Go trigger-happy with his 'Shot' limit break. His 'Armour
            Piercing Ammo', 'Demolition Ammo' and 'Pulse Ammo' work fine.
            If you're a quick tapper, and have a full stock of 'Fast Ammo',
            try using them against Ultimecia's final form.
    Selphie: Her 'Slot' limit break won't help much here, and it isn't
             worth it cycling through the list to try to get the rarer
             spells... make Selphie a healer instead.
    
    It's pretty obvious you need a chunk of Aura (Stones) for this last
    battle. However, should Squall be chosen as one of the participants
    (this occurs quite frequently, actually), I suggest letting him do all
    the attacking instead. The rest should simply support him by casting
    'Meltdown' to destroy the enemy's defense, and healing Squall when
    needed. Make sure Squall has a Strength rating of 255 and his final
    weapon, the Lion Heart.
    
    ------------------------------------------------------------------------
    BOSS: Ultimecia  HP: 43,000  Weak: Poison  Strong vs.: Holy
                     Draw List: Haste, Slow, Reflect, Demi
    
    The 1st form of Ultimecia can be taken down effortlessly with a single 
    Meltdown-Aura-Renzokuken combination. However, I suggest you make use of 
    this one to prepare for the upcoming battles; put everyone in 'Triple', 
    'Protect', 'Shell', 'Haste' and 'Regen' (Quistis' 'Mighty Guard' Blue
    Magic comes in handy here), followed by 'Aura' status if possible. 
    Ultimecia will attempt to spoil the party with 'Quake' and her 'Mael
    -strom' (causes status maladies and heavy HP damage to all), but
    counter that with a Megalixir (modify Bahamut's card).
    
    BOSS G.F: Griever  HP: 120,000+  Strong vs.: Earth, Poison
                       Draw List: Bio, Quake, Tornado
    
    Griever has a status ailment attack, tends to cast 'Gravija' and
    'Doom', and has an annoying habit of drawing spells from your party.
    Counter 'Doom' with either a Remedy Plus or a Megalixir, and hit him
    repeatedly with Renzokukens (remember to reduce his defense to zero
    with 'Meltdown' 1st). Casting 'Ultima' coupled with 'Triple' works
    well too, but I suggest you learn Eden's 'Expendx3-1' character
    ability first.
    
    Griever'll occasionally remove an entire set of spells (i.e. a 100
    Full-life spells) from your magic list, thus forcing you to lose that
    junction (i.e. if you've junctioned Full-life to HP, it'll fall back
    to its original value).
    
    Also note that from Griever onwards, the bosses have the ability to 
    kill off any of your G.Fs in a single blow, so don't bother with 
    summoning them. Griever will use his Shockwave Pulsar at the end (or 
    earlier if you aren't quick enough in taking him out), which takes 
    off about 3,000 HP from everyone (that's if you have a decent Spirit
    rating -- try junctioning 'Reflect' to it and having 'Spirit +60%'
    equipped), or 1,500 if you're under a 'Shell' condition.
    
    BOSS: Ultimecia-Griever  HP: 180,000+
                             Draw List: Firaga, Thundaga, Blizzaga
    SUB-BOSS: Helix  HP: 25,000+  Draw List: Esuna, Dispell
    
    Ultimecia will junction with Griever for a truly nasty package. This 
    3rd form likes to cast 'Tornado', 'Meteor' and 'Holy', plus she'll
    occasionally remove an entire set of spells from your magic list too.
    
    She's also capable of casting the Shockwave Pulsar at anytime now. 
    Other than that, tiny cronies will appear to help in the duration of
    the fight. If you stall for too long until 2 Helixes appear, watch out
    for Ultimecia's 'Great Attractor', a (visually stunning) physical
    attack which does 4,000+ damage to the entire party.
    
    Stick to your tried-and-proven Meltdown-Aura-Renzokuken combination to 
    take her down. If she de-attaches a part of herself, it means she's
    close to defeat -- keep it going!
    
    FINAL BOSS: True Ultimecia  HP: 250,000+  Draw List: Holy, Flare
    BOSS: Ultimecia (Lower half)  HP: 16,000+  Draw List: Apocalypse
                                  Total AP: 0
    
    Ultimecia, in all her final form glory, now has more offensive moves 
    at her disposal; her Hell's Judgement can bring everyone down to 1 HP 
    (easier time getting limit breaks though; in fact, you can just use a
    Hero's Medicine on Squall, and have him launch his Renzokuken
    repeatedly).
    
    She'll also cast 'Ultima', 'Flare' and 'Holy' on you, and when her
    lower body appears in the course of the fight, she'll draw 'Apocalypse'
    from it, which hits the entire party for roughly 3,500+ worth of damage.
    Take note that you can do the same to her, by beating her to drawing 
    'Apocalypse'. Ultimecia will retain the annoying ability to remove an
    entire set of spells from you, too.
    
    Simply keep the Meltdown-Aura-Renzokuken combinations (I think you've 
    gotten tired of that already ^_^) coming, and heal immediately when
    she hits you with a Hell's Judgement -- she might cast 'Ultima' as her
    next move. Try to dispose of her lower body first when it does appear.
    
    When Ultimecia is near defeat, she'll start uttering lines in battle.
    During this period, you have to pound on her about 4 to 5 times until
    she finishes what she has to say; each attack usually results in her
    speaking another line. Only when you've seen all she has to say then
    can you strike the finishing blow.
    ------------------------------------------------------------------------
    
    Enjoy the ending!
    
    *major spoiler here... skip this section if you want to see the ending 
     for yourself*
    As an added bonus for those playing the Japanese version, I'll give you
    the following dialogue in the ending sequence as it appears in the U.S
    version. It isn't really accurate, so I hope you'll bear with it:
    
    Irvine: Is it over?
            Let's go! Let's go back to our time!
    Zell: Shut up! Just calm down now and think where we have to go.
    Selphie: Careful guys, don't pick the wrong time!
    Quistis: Whatever you do, don't fall into a time warp!
    Rinoa: (Time... Places... Who I wanna be with...)
           (I wanna go there! Where Squall and I promised.)
    Rinoa: Squall!
           Let's go home! Where are you!?
    Squall: (... Where am I?)  (turns to see young Squall, and Edea)
    Edea: Squall! Where are you going!?
    Young Squall: I'm gonna find Sis!  (runs off)
    Edea: Squall!
    Squall: (... Matron)
    Edea: Excuse me. Have you seen a little boy?
    Squall: You don't have to worry.
            The boy won't go anywhere.
    Edea: I think so, too. Poor thing...
    (Ultimecia appears)
    Squall: .... You're alive!?  (draws his Gunblade)
    Edea: ... The sorceress?
    Squall: Yes, Matron.
            We had defeated her... 
            Matron, stand back.
    Edea: It's ok.
          There's no more need to fight.
          The sorceress is just looking for someone to pass her powers
          on to.
          In order to die in peace, a sorceress must be free of all her
          powers.
          I know... for I am one, too.
          I shall take over that sorceress' powers.
          I do not want one of the children to become one.
    Ultimecia: I.... can't... disappear yet.  (Edea goes over to her)
    Squall: Matron!
    Edea: Is this... the end?
    Squall: ... Most likely.
    Edea: You called me Matron. Just who... are you?
    Squall: A SeeD. A SeeD from Balamb Garden.
    Edea: SeeD? Garden?
    Squall: Both Garden and SeeD were your ideas.
            Garden trains SeeD.
            SeeDs are trained to defeat the sorceress.
    Edea: What are you saying?
          You're... that boy from the future?
    Squall: ... Matron.
    Edea: Please return. You do not belong here.
    Young Squall: I can't find Sis.
                  ...Am I... all alone?  (notices the older Squall)
                  Who's he?
    Edea: Nobody.
          You don't need to know.
          The only Squall permitted here is you. (turns to the older Squall)
          Do you know where to go back to?
          Do you know how?
          Will you be all right by yourself?
    Squall: (... I'll be all right, Matron.)
            (Because I'm not alone.)  (the screen fades)
            (... I'm not alone.)
            (... If I call out, they will answer.)
    Squall: Where is everyone!?
            Rinoa! Where are you?
            Zell! Selphie! Quistis! Irvine!
            Rinoa!
            (Am I... alone?)
            (Rinoa? I want to hear your voice.)
            (Which way... do I go?)
            (I can't make it back... alone.)
    Squall: Rinoa?
            (Am I... all alone again?)
            (Where... am I?)
    *end spoiler*
    
    You should see the ending FMV now... and don't turn the power off until
    the words 'The End' appear on your screen, or you'll miss a short movie
    after the credits.
    
    Thanks for reading my walkthrough.
    
    
    ========================================================================
    VIII. A P P E N D I X
    ========================================================================
    
    Basically, the Appendix section is a quick reference guide for all
    the locations of the G.Fs, magazines, blue magic, weapon remodeling
    lists, rare cards and shopping lists.
    
    If you want a list of G.Fs, spells, refinement abilities and other
    miscellaneous information, I suggest you check out the game's Tutorial
    or Part II of Scott Ong's 'Final Fantasy VIII FAQ' at www.gamefaqs.com.
    
    <!> Tip:
    In fact, I highly encourage you to take a closer look at the in-game
    Tutorial; you'll be surprised at the info it contains (especially
    in the Information section). Many people have written in asking about
    abilities without knowing they've got all the data right under their
    noses, in the game itself.
    
    
    a. [G.F. Locations]
    
    Quezacotl: Study Panel at Balamb Garden 2F Classroom
    Shiva: Study Panel at Balamb Garden 2F Classroom
    Ifrit: Defeat Ifrit at Fire Cavern (Disc One)
    Siren: Draw from Elvoret in Dollet (Disc One)
    Brothers: Defeat Brothers at Tomb of Unknown King
    Diablos: Summon using 'Magical Lamp' given by Cid, and defeat Diablos
             ('Magical Lamp' item --> Disc One)
    Carbuncle: Draw from Iguion in Deling City, Presidential Residence
               (Disc One)
    Leviathan: Draw from NORG in Basement of Balamb Garden (Disc Two)
    Pandemona: Draw from Fujin at Balamb Hotel (Disc Two)
    Cerberus: Defeat Cerberus at Galbadia Garden (Disc Two)
    Alexander: Draw from Edea at Galbadia Garden (Disc Two)
    Doomtrain (Ghoulish): Have 6 Steel Pipes, 6 Malboro Tentacles, 6
                          Remedy Pluses, locate and use Solomon's Ring
                          found at Tears' Point (Disc Three onwards)
    Bahamut: Defeat Bahamut at Deep Sea Research Center (Disc Three onwards)
    Cactuar (Sabotender): Defeat Jumbo Cactuar (Sabotender) at Cactuar
                          Island in Centra region (Disc Three onwards)
    Tonberry: Defeat 20-plus Tonberries at Centra Ruins, then take down
              subsequent Tonberry King (Disc Two onwards)
    Eden: Draw from Ultima Weapon at bottom of Deep Sea Research Center
          (Disc Three onwards)
    Phoenix: Receive 'Phoenix Pinion' from Elder at Shumi Village
             (Disc Two onwards)
    Boko the Chocobo: Summon using Gysahl Greens purchased from Chocobo
                      Forests (Disc Two onwards)
    Odin: Locate and defeat Odin at Centra Ruins (Disc Two onwards)
    Gilgamesh: Acquire Odin before fighting Seifer at the end of Disc
               Three in Lunatic Pandora
    
    MiniMog, Moomba: These G.Fs are only obtainable via the Pocket Station
                     mini-game, 'Chocobo World'.
    
    Once you miss a drawable G.F, you can still draw it from the 7 bosses
    in Ultimecia's Castle in Disc Four. These G.Fs include: Siren,
    Carbuncle, Leviathan, Pandemona, Cerberus, Alexander and Eden. This
    method applies only to the U.S version.
    
    
    b. [Magazine Locations]
    
    {Timber Maniacs Magazines Locations}
    
    1. At Balamb Hotel/Train Station   7. At the Repair Shop in F.H
    2. At Timber Maniacs Building      8. At F.H Hotel 2F
    3. At Timber Hotel 2F              9. At the Inn/Artisan's house in
    4. At Hotel Dollet 2F                 the Shumi Tribe Village
    5. At Dollet Pub                  10. At Trabia Garden's cemetery
    6. At Galbadia Hotel 2F           11. At Edea's Orphanage
                                      12. On the White SeeD
    
    View these magazines using Squall's Study Panel at the 2F Classroom
    in Balamb Garden. They're under the 'School Festival Committee's
    homepage.
    
    {Weapons Monthly Magazines Locations}
    
     March: Defeat the Elvoret at Dollet (Disc One)
     April: On Squall's table in his single room dormitory at Balamb Garden
       May: In the Deling Sewers
      June: Defeat BGH251F2 at the Missile Base (Disc Two)
      July: At Balamb Garden's Training Center (Disc Three)
    August: 5 steps south of gargoyle statue at Trabia Garden
     First: Lunatic Pandora Laboratory (Final Laguna Scenario)
    
    These are also purchasable from the Esthar Shopping Mall using G.F
    Tonberry's 'Familiar' menu ability.
    
    {Pet Pals Locations}
    
    Vol. 1: On train en route to Timber (Disc One)
    Vol. 2: In Resistance Base during Timber Kidnap Operation (Disc One)
    Vol. 3: Timber Pet Store
    Vol. 4: Timber Pet Store
    Vol. 5: Esthar Pet Store
    Vol. 6: Esthar Pet Store
    
    These are also purchasable from the Esthar Shopping Mall using G.F
    Tonberry's 'Familiar' menu ability.
    
    {Combat King Locations}
    
    001: D-District Prison, Floor One (Disc Two)
    002: Defeat Raijin and Fujin at Balamb City (Disc Two)
    003: Random event triggered by resting at Balamb Hotel
         (Disc Two onwards)
    004: Esthar soldier before Lunatic Pandora invasion event (Disc Three)
    005: Lunatic Pandora crystal halls (Disc Three)
    
    These are also purchasable from the Esthar Shopping Mall using G.F
    Tonberry's 'Familiar' menu ability.
    
    {Occult Fans Locations}
    
    Volume   I: In Library bookshelf at Balamb Garden
    Volume  II: In private room of Master Card Player at 2F Dollet Pub
    Volume III: Apologise to Master Fisherman at F.H. after Balamb Garden
                collision (Disc Two)
    Volume  IV: In Presidential Palace at Esthar; talk to Presidential
                Secretary within after speaking to the Presidential Aide
                near the Air-Station before or after the events at Lunar
                Gate (Disc Three)
    
    These are also purchasable from the Esthar Shopping Mall using G.F
    Tonberry's 'Familiar' menu ability. The only exceptions are Volumes
    III and IV, which you have to find.
    
    
    c. [Blue Magic List]
    
    (Laser Eye}
    Learnt from beginning
    
    {Ultra Waves}
    Item: Spider Web
    Defeat/Mug: Caterchipillar
    Card: Caterchipillar
    
    {Electrocute}
    Item: Coral Fragment
    Defeat/Mug: Blitz, Creeps, Cockatrice
    Card: Creeps
    
    {LV?Death}
    Item: Curse Spike
    Defeat/Mug: Forbidden, Imp, Malboro, Tri-Face
    Card: Tri-Face
    
    {Degenerator}
    Item: Black Hole
    Defeat/Mug: Gesper, Wendigo
    Card: Diablos, Gesper
    
    {Aqua Breath}
    Item: Water Crystal
    Defeat/Mug: Chimera, Fastitocalon-F, Fastitocalon, Grand Mantis
    Card: Fastitocalon-F, Fastitocalon
    
    {Micro Missile}
    Item: Missile
    Defeat/Mug: Death Claw, GIM52A
    
    {Acid}
    Item: Mystery Fluid
    Defeat/Mug: Gayla
    Card: Gayla
    
    {Gatling Gun}
    Item: Running Fire (Fang Machine Gun)
    Defeat/Mug: Iron Giant, SAM08G
    Card: SAM08G
    
    {Fire Breath}
    Item: Inferno Fang
    Defeat/Mug: Hexadragon, Ruby Dragon
    Card: Ruby Dragon
    
    {Bad Breath}
    Item: Malboro Tentacle
    Defeat/Mug: Malboro
    Card: Malboro
    
    {White Wind}
    Item: Whisper (Wind Whisper}
    Defeat/Mug: Adamantoise
    
    {Homing Laser}
    Item: Laser Cannon
    Defeat/Mug: Belhelmel, Elastoid, Mobile Type 8 BIS
    
    {Mighty Guard}
    Item: Barrier
    Defeat/Mug: Behemoth
    Card: Behemoth
    
    {Ray-Bomb}
    Item: Power Generator
    Mug (rare): Blitz
    Find: Lunatic Pandora
    
    {Shockwave Pulsar}
    Item: Dark Matter
    Refine: 100 Curse Spike (only when G.F Siren at level 100)
    
    
    d. [Weapon Remodeling List]
    
    I've only detailed the final weapons here, and created a list on how to
    get the rest of the raw materials for the other lower level weapons.
    Only the more common methods will be listed:
    
    +---------------------------------------------------------------------+
    | Betrayal Blade: Mug Blitz or defeat level 1 - 19 Forbiddens.        |
    |                 Modify Forbidden cards (1 for 1)                    |
    +---------------------------------------------------------------------+
    | Bomb Fragment: Mug or defeat Bombs.                                 |
    |                Modify Bomb cards (1 for 1)                          |
    +---------------------------------------------------------------------+
    | Chef's Knife: Mug or defeat Tonberries.                             |
    |               Modify Tonberry cards (1 for 1)                       |
    +---------------------------------------------------------------------+
    | Cockatrice Pinion: Mug or defeat Cockatrices at levels 20 - 100.    |
    |                    Modify Cockatrice cards (1 for 1)                |
    +---------------------------------------------------------------------+
    | Dino Bone: Mug or defeat T-Rexaurs.                                 |
    |            Modify Armadodo cards (1 for 1)                          |
    +---------------------------------------------------------------------+
    | Dragon Fin: Mug or defeat Grendels.                                 |
    |             Modify Grendel cards (1 for 1)                          |
    +---------------------------------------------------------------------+
    | Dragon Skin: Defeat Anacondaurs at levels 30 - 100.                 |
    |              Card modifying is not possible.                        |
    +---------------------------------------------------------------------+
    | Dynamo Stone: Defeat Blitz at levels 30 - 100.                      |
    |               Modify Blitz cards (1 for 1)                          |
    +---------------------------------------------------------------------+
    | Fish Fin: Mug or defeat Fastitocalon-Fs.                            |
    |           Card modifying is not possible.                           |
    +---------------------------------------------------------------------+
    | Fury Fragment: Mug Blue Dragons.                                    |
    |                Modify Blue Dragon cards (4 for 1)                   |
    +---------------------------------------------------------------------+
    | Inferno Fang: Mug Ruby Dragons.                                     |
    |               Modify Ruby Dragon cards (10 for 1)                   |
    +---------------------------------------------------------------------+
    | Life Ring: Mug Lefty or defeat levels 30 - 100 Turtapods.           |
    |            Modify Turtapod cards (5 for 1)                          |
    +---------------------------------------------------------------------+
    | Magic Stone: Mug or defeat Bite Bugs at levels 20 - 29              |
    |              Modify Buel cards (1 for 1)                            |
    +---------------------------------------------------------------------+
    | Mesmerize Blade: Mug or defeat Mesmerizes at any level.             |
    |                  Modify Mesmerize cards (1 for 1)                   |
    +---------------------------------------------------------------------+
    | M-Stone Piece: Mug or defeat Bite Bugs at levels 1 - 19             |
    |                Modify Bite Bug cards (1 for 1)                      |
    +---------------------------------------------------------------------+
    | Ochu Tentacle: Mug or defeat Ochus.                                 |
    |                Modify Ochu cards (1 for 1)                          |
    +---------------------------------------------------------------------+
    | Red Fang: Mug Chimeras or Hexadragons.                              |
    |           Modify Hexadragon cards (3 for 1)                         |
    +---------------------------------------------------------------------+
    | Saw Blade: Mug or defeat Belhelmels.                                |
    |            Modify Belhelmel cards (1 for 1)                         |
    +---------------------------------------------------------------------+
    | Screw: Mug or defeat Geezards at any level.                         |
    |        Modify Geezard cards (1 for 5)                               |
    +---------------------------------------------------------------------+
    | Sharp Spike: Mug or defeat Grand Mantis.                            |
    |              Modify Grand Mantis cards (1 for 1)                    |
    +---------------------------------------------------------------------+
    | Shear Feather: Mug Thrustaevis at levels 1 - 29.                    |
    |                Modify Thrustaevis cards (1 for 1)                   |
    +---------------------------------------------------------------------+
    | Spider Web: Mug or defeat Caterchipillars.                          |
    |             Modify Caterchipillar cards (1 for 1)                   |
    +---------------------------------------------------------------------+
    | Star Fragment: Mug Iron Giants.                                     |
    |                Modify Iron Giant cards (3 for 1)                    |
    +---------------------------------------------------------------------+
    | Steel Orb: Defeat Wendigoes at any level.                           |
    |            Modify Wendigo cards (1 for 1)                           |
    +---------------------------------------------------------------------+
    | Steel Pipe: Mug Wendigoes at any level.                             |
    |             Modify Elastoid cards (1 for 1)                         |
    +---------------------------------------------------------------------+
    | Turtle Shell: Mug or defeat Armadodoes at levels 30 - 100.          |
    |               Modify Adamantoise cards (3 for 1)                    |
    +---------------------------------------------------------------------+
    
    
    {Squall}
    
    Revolver: 6 Magic Stone Pieces, 2 Screws
    Shear Trigger: 1 Steel Pipe, 4 Screws
    Cutting Trigger: 1 Mesmerize Blade, 8 Screws
    Flame Saber: 1 Betrayal Blade, 1 Turtle Shell, 4 Screws
    Twin Lance: 1 Dino Bone, 2 Red Fangs, 12 Screws
    Punishment: 1 Chef's Knife, 2 Star Fragments, 1 Turtle Shell, 8 Screws
    Lion Heart: I get so much mail about this weapon! Here's the method --
    
    1 Adamantine: Adamantoises found on Long Horn Island, north-west of
                  Dollet drop it occasionally. They ONLY appear on the
                  shores of Long Horn Island.
    4 Dragon Fangs: Blue Dragons on the Island Closest to Hell (western
                    -most island on Galbadian continent) drop it.
    12 Pulse Ammo: Elnoyles found in Esthar Capital, after Lunar Cry event
                   drop Energy Crystals at levels 40 and above. They're
                   extremely rare, but you can pin-point their locations
                   using the map of Esthar I've drawn up in Disc Three
                   (event 4n) of the 'Walkthrough' section. It's marked
                   with an 'E'.
                   Use Ifrit's 'Refine Ammo' menu ability to refine 10
                   Pulse Ammo from 1 Energy Crystal.
    
    I recommend you get Lion Heart in Disc Three, after receiving the
    Ragnarok. Getting it any earlier than that might prove difficult,
    even though it's still possible to do so; you'll simply have to play
    a lot of Card Battles to get the required raw materials.
    
    {Rinoa}
    
    Pinwheel: 3 Magic Stone Pieces
    Valkyrie: 1 Shear Feather, 1 Magic Stone
    Rising Sun: 1 Saw Blade, 8 Screws
    Cardinal: 1 Cockatrice Pinion, 1 Mesmerize Blade, 1 Sharp Spike
    Shooting Star: Here's how --
    
    2 Windmills: Steal from Thrustaevis in the Timber or Galbadian region.
                 They carry it occasionally.
    1 Regen Ring: Steal from Toramas on Esthar continent after 'Lunar Cry'
                  event in Disc Three.
    1 Force Armlet: Purchase from Esthar City's Pet Store. You must have
                    learnt GF Tonberry's 'Familiar' menu ability.
    2 Energy Crystals: Levels 40 and above Elnoyles in Esthar City drop
                       this item after the 'Lunar Cry' event.
    
    {Zell}
    
    Metal Knuckle: 1 Fish Fin, 4 Magic Stone Pieces
    Maverick: 1 Dragon Fin, 1 Spider Web
    Gauntlet: 1 Dragon Skin, 1 Fury Fragment
    Ehrgeiz: You can get this weapon relatively easily --
    
    1 Adamantine: Adamantoises on Long Horn Island north-west of Dollet
                  drop them occasionally.
    4 Dragon Skins: Levels 30 and above Anacondaurs near the cliffs of
                    Dollet drop them.
    1 Fury Fragment: Plunder Blue Dragons on the Island Closest to Hell.
    
    {Quistis}
    
    Chain Whip: 2 Magic Stone Pieces, 1 Spider Web
    Slaying Tail: 2 Magic Stones, 1 Sharp Spike
    Red Scorpion: 2 Ochu Tentacles, 2 Dragon Skins
    Save the Queen: Here's the method --
    
    2 Malboro Tentacles: Steal from Malboros on the Heaven/Hell Islands.
    4 Sharp Spikes: Steal from Grand Mantis in the Centra forests.
    4 Energy Crystals: Levels 40 and above Elnoyles in Esthar City drop
                       this item after the 'Lunar Cry' event.
    
    {Irvine}
    
    Valiant: 1 Steel Pipe, 4 Screws
    Ulysses: 1 Steel Pipe, 1 Bomb Fragment, 2 Screws
    Bismarck: 1 Steel Pipe, 4 Dynamo Stones, 8 Screws
    Exeter: Here's how --
    
    2 Dino Bones: Steal from T-Rexaurs in Balamb Garden's training center.
    1 Moon Stone: Plunder from Elnoyles in Esthar City.
    2 Star Fragments: Steal from Iron Giants in the Esthar region after
                      'Lunar Cry' event.
    18 Screws: Geezards carry and drop Screws. They're found in the Timber
               and Galbadian regions.
    
    {Selphie}
    
    Flail: 2 Magic Stone Pieces, 1 Bomb Fragment
    Morning Star: 2 Steel Orbs, 3 Sharp Spikes
    Crescent Wish: 1 Inferno Fang, 1 Life Ring, 4 Sharp Spikes
    Strange Vision: This weapon has a 255% Hit rate --
    
    1 Adamantine: Adamantoises on Long Horn Island north-west of Dollet
                  drop it occasionally. They appear ONLY on the shores of
                  Long Horn Island.
    3 Star Fragments: Steal from Iron Giants in the Esthar region after
                      'Lunar Cry' event.
    2 Curse Spikes: Forbiddens in the Centra Ruins drop this item at
                    levels 30 and above.
    
    You don't need Weapons Monthly magazines to remodel your weapons. Just
    the necessary raw materials and Gil will do.
    
    
    e. [Rare Card Locations]
    
    -Level 5 Monster Cards-
    
    {PuPu}
    Win: Complete 'UFO Sightings' side event in Disc Three. Encounter PuPu
         at Balamb region and give it 5 Elixirs
    Mod: 1 Hungry Cookpot
    
    -Level 8 G.F Cards-
    
    {Chubby Chocobo}
    Win: Card Queen quest -- Student sitting on a bench outside Balamb
                             Garden's Library
    Mod: 100 LuvLuvGs
    
    {Angelo}
    Win: Watts
    Mod: 100 Elixirs
    
    {Gilgamesh}
    Win: CC Group quest -- CC Group King at Balamb Garden Dormitory or
                           3F Bridge
    Mod: 10 Holy Wars
    
    {MiniMog}
    Win: Boy jogging around 1F Balamb Garden
    Mod: 100 Pet Houses
    
    {Chicobo}
    Win: Complete 'Chocobo Forests' side event in Disc Two or Three
    Mod: 100 Gysahl Greens
    
    {Quezacotl}
    Win: Mayor Dobe at Fishermans Horizon
    Mod: 100 Dynamo Stones
    
    {Shiva}
    Win: Exchange 'Girl Next Door' magazine for free with Zone aboard White
         SeeD ship in Disc Three
    Mod: 100 North Winds
    
    {Ifrit}
    Win: Defeat Fire Cavern's boss in Disc One
    Mod: 3 Elem Atks
    
    {Siren}
    Win: Master Card Player at 2F Dollet Pub
    Mod: 3 Status Atks
    
    {Sacred}
    Win: Defeat Brothers in Tomb of Unknown King
    Mod: 100 Dino Bones
    
    {Minotaur}
    Win: Defeat Brothers in Tomb of Unknown King
    Mod: 10 Adamantines
    
    -Level 9 G.F Cards-
    
    {Carbuncle}
    Win: CC Group quest -- CC Group Heart at Balamb Garden 3F Bridge
    Mod: 3 Glow Curtains
    
    {Diablos}
    Win: Summon Diablos using 'Magical Lamp' given by Cid in Disc One
         after Timber mission briefing and defeat Diablos
    Mod: 100 Black Holes
    
    {Leviathan}
    Win: CC Group quest -- CC Group Joker at Balamb Garden Training Center
    Mod: 3 Doc's Codes
    
    {Odin}
    Win: Defeat Odin at Centra Ruins
    Mod: 100 Dead Spirits
    
    {Pandemona}
    Win: Hotel Owner outside Balamb Hotel, after liberating Balamb City
         from Galbadia in Disc Two
    Mod: 100 Windmills
    
    {Cerberus}
    Win: Defeat Cerberus at Galbadia Garden in Disc Two
    Mod: 100 Lightweights
    
    {Alexander}
    Win: Piet at Lunar Base or Escape Pod Crash Site in Disc Three
    Mod: 3 Moon Curtains
    
    {Phoenix}
    Win: Card Queen quest -- Presidential Assistant in Esthar's
                             Presidential Palace room
    Mod: 3 Phoenix Spirits
    
    {Bahamut}
    Win: Defeat Bahamut at Deep Sea Research Center
    Mod: 100 Megalixirs
    
    {Doomtrain}
    Win: Card Queen quest -- Aphora Pub owner in Timber
    Mod: 3 Status Guards
    
    {Eden}
    Win: Defeat Ultima Weapon at Deep Sea Deposit
    Mod: 3 Monk's Codes
    
    -Level 10 Player Cards-
    
    {Ward}
    Win: Dr. Odine at Esthar City in Disc Three
    Mod: 3 Gaea's Rings
    
    {Kiros}
    Win: Card Queen quest -- Man in black at Deling City's Shopping Arcade
    Mod: 3 Accelerators
    
    {Laguna}
    Win: Ellone at Lunar Base in Disc Three
    Mod: 100 Heroes
    
    {Selphie}
    Win: Selphie's classmate near gargoyle statue in Trabia Garden
    Mod: 3 Elem Guards
    
    {Quistis}
    Win: Any member of the 'Trepies' in Balamb Garden -- the 2 girls in
         2F classroom or wishful student at Cafeteria
    Mod: 3 Samantha Souls
    
    {Irvine}
    Win: Card Queen quest -- Mayor Dobe's wife, Flo at Fishermans Horizon
    Mod: 3 Rocket Engines
    
    {Zell}
    Win: Ma Dincht at Zell's house in Balamb City. Zell must be with you
    Mod: 3 Hyper Wrists
    
    {Rinoa}
    Win: Lose Ifrit card to General Caraway, then win Rinoa's card. The
         lost Ifrit card is with Martine at Fishermans Horizon
    Mod: 3 Magic Armlets
    
    {Edea}
    Win: Edea at Edea's Orphanage in Disc Three
    Mod: 3 Royal Crowns
    
    {Seifer}
    Win: Cid at Balamb Garden (Disc One and Two) or Edea's Orphanage
         (Disc Three)
    Mod: 3 Diamond Armours
    
    {Squall}
    Win: Laguna at Esthar's Presidential Palace or aboard Ragnarok in
         Disc Three
    Mod: 3 Three Stars
    
    Assuming you've done the 'CC Group' side quest in Balamb Garden, the
    members of the CC Group will reappear aboard the Ragnarok in Disc
    Four; they should hold almost all the rare cards at this point.
    
    The CC Group, PuPu and Card Queen side-quests are covered in events
    4h, 5h and 5n respectively in the Walkthrough section.
    
    
    f. [Shopping Lists]
    
    {Balamb City/Man from Balamb Garden}
    (Timber/Dollet/Deling City/Winhill/Fishermans Horizon}
    
    -ITEMS ON SALE-    -GIL-
    
    Potion              100
    Hi-Potion           500
    Phoenix Down        500
    Antidote            100
    Eye Drops           100
    Soft                100
    Echo Screen         100
    Holy Water          100
    Remedy             1000
    Tent               1000
    Fuel               3000
    Normal Ammo          20
    Shotgun Ammo         40
    G-Potion            200
    *G-Hi-Potion        600
    G-Returner          500
    
    (Timber Pet Store}
    
    G-Potion            200
    G-Hi-Potion         600
    G-Returner          500
    Pet House          1000
    Magic Scroll       5000
    GF Scroll          5000
    Draw Scroll        5000
    Item Scroll        5000
    Amnesia Greens     5000
    *HP-J Scroll      10000
    *Str-J Scroll     10000
    *Vit-J Scroll     10000
    *Mag-J Scroll     10000
    *Spr-J Scroll     10000
    Pet Pals Vol 3     1000
    Pet Pals Vol 4     1000
    
    And below are the lists for Esthar's Shopping Mall:
    
    {Cloud's Shop}
    
    Hi-Potion           500
    Phoenix Down        500
    Eye Drops           100
    Soft                100
    Remedy             1000
    Tent               1000
    Fuel               3000
    Normal Ammo          20
    Shotgun Ammo         40
    Dark Ammo           300
    Fire Ammo           500
    *Demolition Ammo    800
    *Fast Ammo          100
    G-Potion            200
    G-Hi-Potion         600
    G-Returner          500
    
    {RinRin's Store}
    
    G-Potion            200
    G-Hi-Potion         600
    G-Returner          500
    Pet House          1000
    Amnesia Greens     5000
    HP-J Scroll       10000
    Str-J Scroll      10000
    Vit-J Scroll      10000
    Mag-J Scroll      10000
    Spr-J Scroll      10000
    Pet Pals Vol 5     1000
    Pet Pals Vol 6     1000
    *Giant's Ring     20000
    *Power Wrist      20000
    *Force Armlet     20000
    *Hypno Crown      20000
    
    {Karen's Store}
    
    *Weapons Mon 1st  50000
    Weapons Mon Mar    1000
    Weapons Mon Apr    1000
    Weapons Mon May    1000
    Weapons Mon Jun    1000
    Weapons Mon Jul    1000
    Weapons Mon Aug    1000
    Combat King 001    1000
    Combat King 002    1000
    Combat King 003    1000
    *Combat King 004   1000
    *Combat King 005  30000
    Pet Pals Vol 1     1000
    Pet Pals Vol 2     1000
    *Occult Fans I    35000
    *Occult Fans II   35000
    
    {Johnny's Shop}
    
    Potion              100
    Hi-Potion           500
    *X-Potion          5000
    *Mega-Potion      10000
    Phoenix Down        500
    *Mega-Phoenix     10000
    *Elixir           50000
    Antidote            100
    Soft                100
    Eye Drops           100
    Echo Screen         100
    Holy Water          100
    Remedy             1000
    Tent               1000
    *Cottage           1800
    G-Potion            200
    
    A '*' beside an item name denotes additional items available for sale
    when you've learnt G.F Tonberry's 'Familiar' menu ability. All prices
    are listed without G.F Tonberry's 'Haggle' menu ability.
    
    
    g. [EXP and AP Havens]
    
    For some serious EXP, head for the Island Closest to Hell, or the
    Island Closest to Heaven in Disc Three and Four. Gaining AP can be
    done relatively easily on Cactuar Island, which is in the Centra area,
    east of Kashkabald Desert. Btw, the Heaven and Hell islands also hold
    several (hidden) draw points on them.
    
    If you want to build up your party, but have yet to receive the
    Ragnarok, try Balamb Garden's Training Center for EXP, and Kashkabald
    Desert in the Centra area for AP.
    
    
    ========================================================================
    IX. C R E D I T S
    ========================================================================
    
    This walkthrough wouldn't have been possible without these great people;
    I'll like to thank them here:
    
    CJayC (gamefaqs@gamefaqs.com) for hosting this FAQ on his website.
    
    Scott Ong (kangning@mbox5.singnet.com.sg) for his permission to use 
    Disc Four of his Final Fantasy VIII FAQ Part I. It's at 
    www.gamefaqs.com, under Final Fantasy VIII. Also check out his website 
    at http://risland.square-eternity.com (The Round Island).
    
    Heero Yuy (kanketsu@usa.net) for his permission to use his Final 
    Fantasy VIII Walkthrough. It's at www.gamefaqs.com, under Final 
    Fantasy VIII. Most of the decision points you see were referred from
    his guide.
    
    Steven Bruck (stevenbruck@bigfoot.com) for his permission to use his 
    Guardian Force FAQ. It's at www.gamefaqs.com, under Final Fantasy VIII.
    The majority of translated abilities were taken from his guide.
    
    The Webmaster (tomo1657@aol.com) of http://ffmusic.vovoid.com (Musical 
    World of Final Fantasy) for the lyrics to "Eyes on Me". 
    "Eyes on Me" performed by Faye Wong, music composed by Nobuo Uematsu
    and lyrics by Kazumi Someya.
    
    John (kiros@ff8.org) for his translation guide. It's located at 
    http://oro.simplenet.com/ff8 (The Unofficial Final Fantasy VIII 
    Translation Homepage).
    
    Kao Megura (kmegura@yahoo.com), whose ff 7 FAQ prompted me to 
    re-organize the format of this FAQ somewhat.
    
    GamePlayers Magazine from which most of the material in this guide was
    referred from. Buy this if you can read Chinese; they offer some of the 
    most comprehensive guides, reviews and previews for games.
    
    The Final Fantasy VIII Official Strategy Guide by BradyGames for
    providing one of the most detailed Bestiary sections I've ever seen.
    Many of the Boss statistics in this FAQ were updated using it. The
    changes made to the SeeD Ranking System in the U.S version were also
    added using the Official Strategy Guide.
    
    The trio of Jon Chang, Hodaka Tsyuchida and Mark Gilson for letting me 
    use their translation guide for reference purposes - thanks people! 
    Btw, if you're looking to find it, it's at www.gamefaqs.com, under 
    Final Fantasy VIII Demo.
    
    
    Final Author's Notes:
    Once again, I'll like to thank the rest of you out there for reading
    my guide; it's been great working on it, but perhaps it's best to end
    it all now. I hope that this FAQ has been of some help to you. Feel
    free to post any questions, I'll answer them as long as it doesn't
    take too much effort.
    
    Of course, mails on how to receive Squall's 'Lion Heart' weapon, plot
    -related questions, sending you my guide, vague requests, why your HP
    levels never seem to rise above 4,200, etc... will happily be tossed
    into the trash can. I hope you understand ^_^
    
    As for any readers who may wish to post this guide on their website,
    all I request is for you to reproduce this document in its original
    state, and that you credit me for it. I do not wish to see it being cut
    up or altered, nor do I want to see information being blatantly rippped
    off it.
    
    And that's all.
    
    
    Disclaimer:
    This FAQ is intended for private and personal use, and can only be re
    -produced electronically if you contact me via e-mail first. This FAQ
    cannot be used for profitable purposes. All copyrights and trademarks
    that are not specifically mentioned in this FAQ are acknowledged. No
    parts of this FAQ may be altered in any way; please give credit where
    it is due. Permission is not granted for anyone to update this guide.
    
    "Final Fantasy VIII" (c) 1999 Squaresoft
    "PlayStation" is a registered trademark of Sony Computer Entertainment
    Inc.
    "An Unofficial Final Fantasy VIII Walkthrough" (c) 1998-1999 Cephiroth
    
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